Knights of Honor II: Sovereign

File information

Last updated

Original upload

Created by

Kazuiyo

Uploaded by

KazuiyoSenpai

Virus scan

Safe to use

Tags for this mod

About this mod

Allows elite units to be recruited after certain upgrades have been purchased.

Permissions and credits
The following units are now recruitable


Templar Knights Cavalry -
Available to Western Europeon, Spanish, Norman, Hungarian, Recruitment pools.
New requirements - Christian Ceremonies

Templar Knights Infantry -
Available to Western Europeon, Spanish, Norman, Hungarian, Recruitment pools.
New requirements - Christian Ceremonies

Teutonic Knight Cavalry -
Available to  Provinces with German Culture.
New requirements - Christian Ceremonies

Teutonic Knight Infantry -
Available to  Provinces with German Culture.
New requirements - Christian Ceremonies

Halberdiers -
Available to Western Europeon, Spanish, Norman, Hungarian, Default, Western, Norman, Teutonic, Nordic,  Byzantine, Baltic, Slavic,  Recruitment pools.
New requirements - Castle Guards

Crossbowman -
Available to Western Europeon, Spanish, Norman, Hungarian, Default, Western, Norman, Teutonic, Nordic,  Byzantine, Baltic, Slavic,  Recruitment pools.

Pavise Crossbowman-
Available to  Provinces with Italian Culture.

Highlanders -
Available to  Provinces with Scottish Culture.

Flemish Pikemen -
Available to  Provinces in Flanders
New requirements - Castle Guards

Mamluk Light Cavalry -
Available to  Arabic, Berber, Saracen, African, Recruitment pools.
New requirements - Ceremonies

Ghulam Heavy Cavalry -
Available to  Arabic, Berber, Saracen, African, Recruitment pools.
New requirements - Ceremonies

Other miscellaneous changes -
Unit manpower has been given a %20 manpower increase from 10-12. Why? I think infantry should be better at sieging castles rather than cavalry. 
Because infantry have a larger unit size than cavalry this further increases the effectiveness of using infantry/archers based armies to siege towns/castles rather than cavalry based armies. (Large Unit Size Only)
Catapults no longer require the knight to have the siege craft skill -This allows the ai/player to field more catapults in their army which i rarely saw previously.
Additional troop upgrade can transfer to crusader armies. - Made this because %100 of the time my crusader general loses.
+5 Base Moral
Cavalry default formation changed to line - Personal preference.

Notes
The new requirements were made to make these units a little harder to recruit. To show their "Elite Status' while still maintaining the usefulness of other troops since they dont require so much to recruit. For example to recruit a Templar unit you would need to build a barracks, royal armoury, church, cathedral. All of which are possible when building up a province specifically with recruiting said units in mind.
None of these units are "New" They are all in game just not as readily recruitable by the player/ai which is what this mod hopes to mitigate.
The AI can and will recruit these units if it has the required buildings.
Some units are now unlocked to provinces/kingdoms. This means if you play as a single state rather than a kingdom you can recruit that factions unique unit. You can also conqueror said province as a different faction and recruit that unit as well.

Future Plans
???
Let me make completely new units please.

Install Instructions. Extract the mod to your saves folder located here
C:\Users\Yournamegoeshere\AppData\LocalLow\BlackSeaGames\Sovereign\Saves
Final Mod install location should look like this
C:\Users\Yournamegoeshere\AppData\LocalLow\BlackSeaGames\Sovereign\Saves\Mods
There you should find a folder called Unit Size.
In game go into settings and activate in the "mods section"

Compatibility - Currently the mod is compatible with other mods as long as they dont overwrite the same
AvailableUnits.def file.
Units.def file.

You will need to go into the mod its self and overwrite the content inside the Defs folder here
C:\Users\Yournamegoeshere\AppData\LocalLow\BlackSeaGames\Sovereign\Saves\Mods\Unit Size\Defs