Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Make Calradia Great Again
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24.602 MB
Dec 31, 2022 @ 6:22pm
Apr 19 @ 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
Jan 16 @ 9:04pm
1.2.7 and MCGA
MethKing
32
Jan 28 @ 8:59am
🐞 Bug Report
MethKing
4
May 21 @ 9:46am
Bug Report
Warlike
433 Comments
Strawberryz Jul 21 @ 10:01am 
Vlandia is really underpowered it's unplayable it you want to play as Vlandia
Hariboner◢◤ Jul 16 @ 5:05pm 
Why is the culture for Poros and the rest of the southern empire Vlandia? If it helps, I chose my culture background as Vlandia. Was pretty weird that I was able to recruit Vlandian recruits in Tevea
Dag Jul 14 @ 9:17am 
I love how you promote your mod as 'the shit', yet you cannot handle basic, elementary level grammar.

This is coming from a non-native speaker to, I assume, at least one native speaker.
Bonner Jul 13 @ 3:25pm 
Why are the tier 6 troops not showing up
Pringlepantz Jul 12 @ 6:49pm 
does anybody else seem to notice an oddity where certain units cost the standard gold for upgrade while others seem to be upgradeable for free? not sure if intended or not and certainly not necessarily complaining, just found it to be odd was all (Specifically for me appears to be vlandian veteran swordsman upgrade and light calvalry are free, while upgrading to light swordsman appears to be 50 gold regardless. perhaps there's no armor increase or something and that's why?
Mi Seng Jul 9 @ 9:48am 
Some units are naked.
Hank Hulery Jul 5 @ 12:31pm 
Yes it works with Banner Kings. i play it with Fourberie and +50mods on Europe map.
But actually after +30hours playing my game crash at day tick payment...im stuck
talenp Jul 5 @ 5:45am 
hi there i really love the mod and i was hoping you would update the bandits cause they are pretty cool but the midlanders, eastlanders, southlanders, highlandors and northlandors really does not give the 'bandits' vibe so i was wondering if you can add all the vanilla bandits back {but don't get rid of the new bandits just like make a diffrent troop tree for them for example sea raiders with northlandors and forest bandits with midlanders} thanks!
Lady Irene Jul 4 @ 9:38am 
Does this work on BANNERKINGS mod?
Blyatt Jun 23 @ 8:07pm 
One thing I saw in some GoT mod for warband was in most common troop trees there was a branch of infantry that stopped 2/3-3/4 down the tree and gave you a point where they would stop promoting but would be a solid soldier. I'd really like to see that again somewhere for logistic/immersion reasons. I like having a core of the best of the best, but when ALL my infantry are top rank it's kind of strange.