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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.
- Requirements
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Nexus requirements
Mod name Notes ATC - Adonnay's Troop Changer Framework for new troops/multiple troop trees per faction. Load after RBM but before TAC. Realistic Battle Mod Balanced Around RBM Values, some RBM weapons used by troops. Load First. - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You are allowed to use the assets in this file without permission or crediting me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
Author notes
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Translations
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No translation available on the Nexus
- Changelogs
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Version 0.7.3
- Completely redid Calradoi auxiliary system; all cultures will now have an irregular line, at least one retinue line, and one noble line.
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Version 0.7.2
- Aserai Auxilliary Ghulam update, adding t4-t5 retinue lines, and t2-t3 troops for all cultures. MAY NOT BE SAVEGAME COMPATIBLE.
- Fixed t2 Symmachikos Akrites Kontarios to be t2.
- Removed T4 Vlandian Craquiner Crossbow cavalry for causing crashes.
- Fixed Symmachikos Pronoiarios Kavallaros Dynatos to be classified as Cavalry.
- Fixed Akkvauli cultured troops causing crashes
- Fixed Craiceann Liath Fian Athletics score from 2000 to 200
- Temporarily removed Sturgian-Battanian ‘corndic’ auxiliaries
- Fixed Imperial factions from spawning symmachikos akrites instead of native akrites.
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Version 0.7.1
- Khuzait Auxiliary rework- NOT SAVEGAME COMPATIBLE
- Added two new cultures- Akkvauli and Darshi, representing the native cultures of the Khuzait territory
- Removed 2 ‘Yavgan’ Khuzait troops
- Changed the name “Yavgan” to “Dev’seg”, the name of the plateau on which the Khuzait reside
- Added 18 new troop lines to the new Akkvauli and Darshi cultures
- Khuzait holding Khuzait territory will now spawn large numbers of Akkvauli and Darshi to pad out their armies
- Reconfigured Khuzait spawn rates in conquered settlements
- Redid the spawns of subjugated Imperial troops- instead of spawning 1 regular, 1 retinue, and 1 noble troop, there will be 1 irregular, 2 retinue, and 3 noble troops
- Fixed Aserai Rumat not spawning
- Fixed Nord Irregular Bowmen sometimes not spawning with body armor
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Version 0.7.0
- Completely Overhauled all Minor faction Troops- changed all troops, changed from regular+noble lines to Irregular+retinue lines
- Wolfskin troops will now spawn as mercenaries in Battanian towns
- Fixed crash related to Steppe Bandit hideouts
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Version 0.6.18
- • Decreased Empire Levy spawn rate by 10%, increased Regular Spawn Rate 10% (half for NE) Doubled Empire T2 Levy spawn rate
- • Slight decrease to NE retinue spawn rate, slight increase to NE noble spawn rate
- • Decreased Battania Irregular spawn rate 5%, increased Levy spawn rate 5%, removed T3 Levy Spawn rate
- • Decreased Khuzait retinue spawn rate 5%, increased irregular spawn rate 5%
- • Decreased Sturgia retinue archer spawn rate 5%, increased levy spear spawn rate 5%
- • Fixed Calradoi Stratiotoi not spawning with boots
- • Calradoi Veteranos Stratiotoi will no longer spawn with horse armor.
- • Calradoi Retinue Cavalry have had their horses upgraded
- • Khuzait Irregular Horse Archers will now use barbed arrows, less effective against armored targets
- • Changed starting diplomacy: Battania will start at war with the Sturgians, the Western Empire will start at war with Vlandia
- • Integrated the ATC.settings XML into the main mod download
- • Fix for noRBM arrows having massive damage modifiers
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Version 0.6.17
- • 99% savegame compatible- if you are one of the unlucky one percent, you can revert to a prior version without crashing.
- • All vanilla troops now hidden via xslt
- • Small tweaks to flavor text
- • Assigned all auxiliary troops to new cultures for easy identification in the glossary
- • Rearmed and reequipped most troops for better balance and visuals
- • Shoulder armor will now be more sparse- most common on infantry, less common on other troops
- • Levy troops have had their head armor increased, but their body armor decreased
- • All low-tier spearmen have had their sidearms removed, to force enemy AI to use spears
- • Adjusted spawn rates- levies and infantry will now be much more common. Cavalry will be less common.
- • Removed vestigial troops that no longer spawn
- • Next: adjusting nexus mod page and images to reflect recent changes
- • Next planned update: minor faction adjustments.
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Version 0.6.16
- NOT SAVEGAME COMPATIBLE
- All Mercenary Units redone: Each faction now has a tree that goes up to t3-t4, then several T4, T5, and T6 troops that are independent of troop trees.
- Slightly increased the bow skill of low level archers so they can use their equipment effectively.
- Changed name of Aserai-Khuzait auxillaries from "Sarassid" to the lore accurate "Darsharan"
- Next planned update is maintenance, minor reequipping, spawn rate adjustments, rebuilding the translation patch, updating modpage, etc.
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Version 0.6.15
- Corrected one crash related to Aserai XML restructuring.
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Version 0.6.14
- Smaller update: PC broke
- Not savegame compatible
- Potential divide by 0 crash fix related to Aserai irregular camelry
- Aserai Mercenaries completely redone
- Removed several obsolete units
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Version 0.6.13
- Fixed the issue of Minor Factions Spawning with Vanilla Troops
- Fixed the Saddle issue with Aserai Mercenary Horsemen
- Fixed Corndic (Battanian Auxillaries of Sturgia) not spawning
- Bandits redone: bandits parties will contain 3 unit types- a base ranged and base melee unit with greatly randomized equipment quality, and a mini-boss with t2 equipment.
- Mercenaries revisited next.
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Version 0.6.12
- Halved spawn rates of nobles for all factions: landowner notables in castle villages will now spawn regulars, retinue troops, and nobles.
- Updated troops spawns to include troops from last three updates more regularly
- Changed various culture/faction names to reflect their language and cultures
- Corrected crash related to Battanian mercenary spawns
- Various cosmetic changes for Vlandian troops
- Added 1 new vlandian dagger, 1 vlandian t5 glaive
- Next task: add optional patch for beta version, update translation patch, update mod images, then bandit reskin.
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Version 0.6.11
- Various cosmetic changes to Sturgian/Nord troops
- Changed Nord Levy Spearmen to T2-T3 troop.
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Version 0.6.10
- Added t5 khuzait noble infantry, T2 khuzait lancers, T5 Khuzait lancer/javelin hybrid cavalry
- Added a T1 version of silk robes
- Fixed Aserai T5 noble infantry having stats of 20
- Fixed "Robe over Simple Mail" having T4 stats despite being a T3 item
- Corrected Noitoi Kurgopoloi Pezikoi having small quivers ((thanks for the heads up cannotregisteromg)
- Various small cosmetic adjustments to Khuzait main faction troops
- Added 1 Khuzait Dagger, made a t4 variant of the "Tribal Steppe Shield"
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Version 0.6.9
- Various cosmetic changes to Battanian troops
- Added one Battanian dagger
- Changed Battanian Levy skill model to increase T2 and T3 troops effectiveness in combat.
- Added various dupicates of shields and armors for the Battanian culture
- Added duplicate variants of battanian armors to fulfill needs for t3, t4, t2, t6 armors
- Changed Empire Levy Spearmen's name to "Calradaios Vigilos Hoplites"
- Changed the Noble Party Spawns to increase the number of lower tier troops in armies.
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Version 0.6.8
- Added duplicate armors: 1 T2 version of aserai wrapped scarf, 1 T2 version of aserai maille, an Aserai version of Sturgian Short Lamellar Vest, 1 T3 version of Robe over Mail Shirt.
- Added 1 T2-T3 Aserai Irregular Camel Cavalry, 1 T3-T4 Aserai Medium Cavalry, 1 T5 Aserai Noble Infantry
- Changed Aserai Bedouin Cavalry from T1-T3 Levy cavalry to T2-T3 Irregular Cavalry, Changed Aserai Levy Javelins from T1-T3 infantry to T2-T3 infantry, Changed T3-T5 Aserai Camel Cavalry to T4-T5 Camel Cavalry
- Added Aserai T2, T4 straight swords, T4 dagger
- Made Various Equipment cosmetic changes to Aserai troops
- Many Aserai Troops now have their armor reduced by half a stage but have athletics increased by one stage compared to other troops of the same tier
- Renamed T3-T4 Aserai Camel Cavalry
- Empire Levy Spearmen will have slightly better shields
- Empire Skoutatos will now sometimes carry kite shields
- Reduced noble spawn rates in an attempt to curtail numbers of heavy cavalry
- Made various changes to spawning party compositions: will now be 40-60% infantry, 30-50% ranged, 20-30% Cavalry (with the exception of the Khuzaits). Spawning parties will be entirely composed of regulars, retinues, and nobles
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Version 0.6.7
- Third Imperial Update: various cosmetic changes for numerous imperial troops
- Imperial levies generally have less good equipment- chances of spawning with a helmet is now 50/50 at t1, and at t2 will have a 50/50 chance of spawning with a T1/T0 helmet
- Slightly decreased equipment quality on Imperial T4-T5 retinue troops
- Added 1 T5 Imperial Noble Archer
- Added a T4 version of imperial light lamellar
- Added various imperial weapons: 1 new imperial dagger, 1 T6 saber, 1 T6 long mace, 1 T5 Longsword, various imperial-cultured variants of Aserai oval and round shields, imperial-cultured variant of the targe, and 1 T6 imperial two-handed polearm
- All horse archers will now have a diminished number of arrows: light horse archers will have 20, medium horse archers will have 15, and heavy horse archers will have just 10
- Troops will now have drastically different skill levels and progression. Troops starting at T1 will have progression of 15, T2 progression of 20, T3 of 25, T4 of 30, T5 of 35, and T6 of 40. All skill changes are subject to change.
- Khuzait light cavalry now have a +20 riding skill boon
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Version 0.6.5
- Added six Khuzait Troops across four trees
- Completely reequipped all khuzait units, to be in line with other factions
- Slight tweaks to Khuzait naming conventions
- Gave Khuzait Light cavalry a 25 point boon for riding skill
- Added six Khuzait Troops across four trees
- Completely reequipped all khuzait units, to be in line with other factions
- Slight tweaks to Khuzait naming conventions
- Gave Khuzait Light cavalry a 25 point boon for riding skill
- Large tweaks to Khuzait troop spawn rates: instead of primarily recruiting heavy heavy shock cavalry, they'll have larger numbers of spear/bow light cavalry
- Horse Archers will now have either less Horse Armor, or less ammunition
- Slight reduction in heavy cavalry armor
- Noble Units now have a 25 point boon in all relevant skills
- Fixed Female Villagers having male models
- Slight tweak to all faction's spawn rates
- Adjusted auxiliary spawn rates to account for new units
- Made Bandit Boss Parties more difficult
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Version 0.6.4
- Requipped all Vlandian units
- Added T3-T4 Vlandian Regular Spearman
- Added an additional unit of 'T7' Vlandian Noble Cavalry
- Created additional versions of extant armors to increase unit equipment variety, including more T2 helmets, which have been dispersed across all involved cultures
- Rebalanced Vlandian Troop Spawn Rates
- Decreased Sturgian Cavalry Spawn Rates
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Version 0.6.3
- Added 9 new troops to various unit trees in the sturgian/nordic cultures
- Sturgian and Nord Troops completely redesigned, rebalanced, and renamed
- Rebalanced unit spawn rates to favor levy spawns more.
- Attempted fix for crashing when attempting "Garrison needs troops" quest
- Attempted fix for some noble units not spawning when used with Banner Kings
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Version 0.6.2
- Added 3 New Battanian Troops
- Added 1 New Battanian 2 handed mace
- Redid Battanian Villagers and added Battanian Village Women.
- Completely Re-equipped and Rebalanced all Battanian Troops
- Decreased the spawn rate of Fians
- Redid Battanian naming conventions
- Various small fixes to past updates
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Version 0.6.1
- Completely reequipped all Aserai Units to be more in line with other factions
- Added an additional t4-t5 spearman promotion option for Aserai Al-Jund (Professional Infantry), a t5 promotion option for Bedouin camelry
- Added a rare t3-t4 crossbow option, and t6 noble horse archer option
- Adjusted Aserai naming conventions
- Adjusted some horse armors and arrows for the imperial factions.
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Version 0.6.0
- Added 6 new Imperial Units- Stratotes (t4-t5 heavy cavalry), Oikeoi (T6 Noble Cavalry), Vestarates (T5 Noble Infantry)
- Added 6 new Imperial Foreign Units: Vaegirs (Southern Empire, Nord units), Vlandikon/Kavalleroi (Northern Empire, Vlandian Units), Massagatoi/Athanatoi (Western Empire, Aserai Units)
- Completely re-equipped all Calradian Units, to be more in line with other the equipment quality of other factions
- Demoted Calradian Regular Horse Archers from t5 to t4
- Renamed/Corrected most Calradian units: Calradoi ---> Calradaíos
- Added Calradian Village Women units, who will appear in village militias and villager parties in small numbers.
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Version 0.5.2
- Added Eight Calradoi "symachikoi" units across four lines. When Imperial settlements are conquered by foreign nations, these will spawn instead of the typical Skoutatoi lines, to represent breakdown of the bureaucracy
- Added Many "Corndic" units that will spawn from Battanian Settlements when conquered by the Sturgians. This tree is very WIP and will be expanded in the future. Loosely based on Anglo-Saxons.
- Added numerous Vlandian auxiliary levy units that will spawn from conquered foreign culture settlements: Maromites (Aserai), Andvlangen (Battanians, loosely representing Norman England), Paliakes (Imperial), and Varveg (Sturgian). These units have culturally mixed equipments, and are intended to represent cultures influenced by the spread of the culture of the Latin West in the Middle Ages. These will eventually be expanded.
- Next is the second Imperial Overhaul. I've been looking forwards to this...
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Version 0.5.1
- Added 10 new "Ghulam" units. These will be recruited from Aserai settlements of different culture.
- Added a "Sarassid" Tree, which will spawn in Khuzait settlements held by the Aserai, with more Iranian/Persian influences. This tree is composed of 4 levy units (split in two trees), 4 irregulars (split in two trees), 6 regulars (split into 2 t3-t4, and one t4-t5 tree), and two nobles (in one tree)
- Corrected various Vlandian troop names (thank you Paamu)
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Version 0.5.0
- Added Two New Battanian Two-Handed Swords
- Added T2-T3 imperial irregular, "Akrites" units for the Empire.
- Added around 50 new troops, divided into around 25 new lines. These troops are imperial Symmachikoi, troops raised from provinces of other cultures under imperial control, who retain their traditional forms of warfare, though conform somewhat to imperial standards of warfare and are provided some imperial equipment.
- The three imperial factions now have different troop spawn rates in foreign settlements: the northern empire will spawn symmachikoi in the largest numbers, with fewer foreign akrites. The Southern Empire will spawn some symmachikoi with no akrites, and retain many of the original culture's recruitment, while the western empire will recruit symmachikoi seldom, instead spawning regional akrites.
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Version 0.4.1
- Added Two handed “Southern Great Mace”
- Temporarily Disabled “Aserai Al-Khassah”, until it has been determined how best to implement them. They are still present but will not be spawned and cannot be seen in the Encyclopedia.
- Changed Aserai Haras Line equipment: Instead of Axes, they will now carry pikes and two-handed maces.
- Increased shields among t1 bandits
- Changed “Vlandia Bandit” to “Western Bandit”
- Adjusted Khuzait/KaraKhuzait Professional and Noble troop naming conventions
- Added Khuzait Noble Lancers
- Temporary adjustments to Khuzait equipment by tier to be more in line with other factions
- Changed “Khuzohippotoxotes” mercenaries name to “Khergohipeis”
- Assigned Forest People Nobles and Beni Zilal Nobles to “Ranged” group
- Khzuzait Nobles will now spawn properly when their settlements are held by Sturgians
- Fixed Battania Fian default group in Translation patch
- Various Translation Patch Corrections
- Corrected Bandit Hideout bosses to t4 unit
- Will begin new images for mod page
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Version 0.4.0
- 1.0.0 Compatible
- Complete Bandit overhaul: Each class of bandit is now modeled after one of the six culture son the map. Each bandit is capable of one or two upgrades on its own. Each bandit party should have at least one unit stronger than the rest- how much stronger this unit is varies.
- Rebalanced all party templates- lords will now spawn with fewer elite units, and more varied units in their armies. Villager parties will include militia, and sometimes a professional guard to bolster their strength. Caravans are now composed entirely of their culture’s mercenaries- less cavalry means they will also move slower on the map.
- Minor Faction troops can now spawn as mercenaries in taverns.
- Adjusted Mercenary ID’s to be more uniform.
- Beni-Zilal elite troop lines now use crossbows.
- Next update will be a big one…
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Version 0.2.4
- Globally cut the noble spawn rate by 1/3-1/2
- Reduced cavalry spawn rates by 2-5%
- Added new armor sets to all cavalry
- Downgraded Horse Armors by half a stage across all units and generally made them less common (hopefully should still have a dominant presence, but not so much that they spend ten minutes after each battle laughing at you)
- Cavalry will have a greater variance of sidearm type (sword, axe, mace, saber)
- Most horse archers now have a chance of spawning with spears
- Most horse archers will have more varied ammunition
- Faris throwing weapon equip chance is reduced to 50%
- Mameluke now use new late-medieval turkic armors from 1.8
- Battanian Uchelwyr cavalry use spears rather than lances, 50% chance of spawning with javelins
- Kourses have better armor, 50/50 chance of spawning with spear or lance, 50% chance of spawning with javelins
- Cataphractoi will now have a 50% chance of not having a shield
- Druzhnik will now have a 50% chance of spawning without a shield, and a 50% chance of spawning with a two-handed bardiche or Warrazor
- Vlandian Sergent A Cheval will now have a 50/50 chance of spawning with either a spear or a lance
- Garde du Seneschal chance to spawn with two handed axes reduced to 50%
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Version 0.2.1
- Various errors fixed (thanks to Octanoz)
- Professional and Noble spawn rate lowered 5-10%
- Spear units spawn without 1 handed weapons 50% of the time
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Version 0.2.0
- Skill levels of all troops standardized to be roughly equal within tiers across cultures
- Minor faction TAC troops implemented, with each minor faction having a professional and noble line, with equipment and skill equal to those of minor factions
- Aserai Faris Units now use the new 1.7 armors
- Battanian Fians have had their throwing weapons removed the issue of hybrid loadouts
- Battanian noble skills lowered to match those of other factions
- Units will now use appropriate civilian clothing for their class
- Battanian Units will no longer use Imperial unit skins
- T4 Imperial Crossbow unit added
- Next: Revamped Troop Translation optional file, 1.8 Compatibility patch, then True Mercenaries of Calradia Update
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Version 0.1: PartyTemplate U
- Lords will now spawn parties with TAC troops, usually of high quality, which will be diluted as they recruit from notables.
- Village militias will now be composed primarily of levy troops, supplemented with a few professionals and nobles.
- Traveling villager parties will now be composed of a TAC_Villager troop, whose equipment is widely varied, but almost always superior to the vanilla, so they'll put up a better fight.
- CHANGING ATC'S SETTINGS IS NOW REQUIRED! Either edit the ATC_settings xml (in the config folder) to "EnableCustomTemplates" to "false", or replace it with the ATC.settings xml posted here under the miscellaneous files on this page. I know it's a drag, but its the best I can do for now.
- Completed a Unit Translation Patch, now available under the "Optional Files" Section. Just download it, and have it below TAC in your load order, and it will overwrite unit names to more familiar English ones.
- Next Planned Update: 0.2: Minor Faction Update
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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 "irregular" tree and a "Retinue" 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:
Current Update: Calradoi Auxiliary Update
Next Planned Update: Calradoi OSA submodule
Future plans:
Future plan (these will all be separate files)
Open Source Armory Patch
Bannerkings Patch
Bannerkings Expanded Cultures version (Because I'm a lunatic, and why shouldn't I just create a half dozen more troop trees for a bunch of new cultures?)
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 "irregular" tree and a "Retinue" 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:
Current Update: Calradoi Auxiliary Update
Next Planned Update: Calradoi OSA submodule
Future plans:
Future plan (these will all be separate files)
Open Source Armory Patch
Bannerkings Patch
Bannerkings Expanded Cultures version (Because I'm a lunatic, and why shouldn't I just create a half dozen more troop trees for a bunch of new cultures?)