Byg's Grim Reality Enhanced Realism Mod
Featuring
Supply System, Field Morale, Command System
Dynamic Religious Area of Recruitment, Recruitment by Rank, Factionwide Zeal Effects
Dynamic Difficulty Level & All mod (Kingdoms) Compatability
(V2.0 In SS4/5 and DLV by Default*)
*features vary in different mods
NEWS
The main BGR Thread @ TWCenter is here (in the Stainless Steel Submods thread)
BGR IV & IV Enhanced now available. Here
BGR 2.5 Final. Released on the BGR Testers Forum (now open to guests).
BGRIII released: version 18-02-08.
Now compatible with all mods (Please contact about how to adapt BGRIII to any mod)
Contains new features plus reworked previous version features.
All known quirks fixed.
The BGRIII standalone installer is available in the BGR Testing Forum here. However If you have Stainless Steel 6.1 you can install BGRIII with that instead, but remember to install the fix from here afterwards.
Important Note
If you installed BGRIII using the Stainless Steel 6.1 installer you NEED this fix. It is at the bottom of this post, called "data.zip".
Simply unzip it and place the resulting data folder here:C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\ , then start a new campaign.
As of 27/05/08 this file also contains updated descriptions and improvement tweaks. If you are already deeply into a good campaign with the previous fix then you can still apply this updated fix and get most of the new improvements. The rest of the features will only appear in your next new campaign.
If you want to use BGRIII+RR+SSTC :
Install SS6.1 with BGRIII and RR ticked
Install BGRIII update from bottom of this this page (as mentioned above)
Install SSTC mod from their site
Install latest RR mod (SSTC compatible) update from here
If you want to use BGRIII+RR :
Install SS6.1 with BGRIII and RR ticked
Install BGRIII update from bottom of this this page (as mentioned above)
Install latest RR mod update from here
Here is the full description for the new features of BGRIII. Old version features are still included and you can read about them below this section.
First a note on the difficulty of this mod, which classes a standard game on vh/vh as EASY for the purposes of this description and assumes you are a regular player on vh/vh, finding that too easy and/or looking for a new challenge and much more depth making more decisions critical to your game.
Difficulty Rating System
EASY
Standard Stainless Steel without supplies on vh/vh
MEDIUM
Stainless Steel + supplies on vh/vh
HARD
Stainless Steel + BGRIII stepped back to BGR2.5 on vh/vh
VERY HARD
Stainless Steel + BGRIII on vh/vh
EXPERT
Stainless Steel + BGRIII + Real Recruitment mod (by point blank)
Expert Expert
Stainless Steel + BGRIV (test files available)
Contains individual wealth system & estate ownership
Variable supply and forage consumption
Resupply In Camp
Resupply Train
Crime & Punishment System
BGR IV Now available for testing. Here
BGRIII Tutorial
To be updated further.
Spoiler Alert, click show to read:
Troubleshooter
Spoiler Alert, click show to read:
Overview
BGRIII introduces a number of new effects primarily affecting how, where and by whom your units can be recruited. It also contains a dynamic religion based AOR (area of recruitment)
This version attempts to represent the effects of the faction's status on the individual and the individual's (your Leader's) effects on the faction.
The general effect you percieve will be an increased depth of decision making, whilst making formerly easy, large factions as difficult to play as small factions.
The idea of my mods in general is that you know about causes of effects and then use your skill either to avoid those causes or seek them out depending on their benefits or penalties. My idea is not to dump some terrible or great effect upon a player for no good reason or at random.
The factors I have introduced are based on factors that were present in medieval times (and throughout most of history) and had to be dealt with by Leaders of that period.
You will see the extremes of the new effects when playing as a small or a large faction. There are graded levels in between.
Playing a small faction
A small faction is a tight, unified, cohesive population and fighting force.
There is great religious & military zeal affecting piety, command and loyalty amongst the nobles and the population.
The nobles are great men themselves and may rival the faction leader in generalship and prestige.
The population is easy to control in religious and military matters.
Playing a large faction
A large faction requires greater skill and determination to hold it together.
Zeal, both military and religious are more desirable, yet less attainable. This lowers loyalty, command and piety for ordinary, non War Council generals.
In a large empire the leader's grip on the reins of power must be firm. He increasingly dictates from the centre, drawing power away from the provinces & lesser nobles. He increasingly relies upon fewer, trustworthy, selected professionals in both matters of governance and war.
Specific Gameplay (causes and effects)
On starting your campaign, after a turn you will get a report on screen informing you of your faction's zeal level and how your king intends to rule, regarding his distribution of command within the armies.
(This information is always viewable, after his first turn in power, in your faction leader's traits.)
Don't be put off by the apparent complexity. Much here is intuitive or will soon become so because everything is based on a logical system. Informative traits, ancillaries and messages keep you up to date as you progress.
Recruitment Ability
This is an indicator of a generals ability to recruit certain levels of units. This does not tell you specifically why though and any of the following causes may be responsible, directly or indirectly. This feature has been improved with the May update, revealing Full, Average & Minimal Recruiting ability: Full means all units, Average means no top tier units and Minimal represents militia level units only. If you do not see these traits after a couple of turns then you must install the update.
FACTION ZEAL
As your faction grows geographically, your people are exposed to new ideas, beliefs, financial rewards and associated corruption. They become less insular, more cosmopolitan, more self-serving and less united.
Zeal levels decrease as your faction grows at a maximum rate of one level per turn.
This has a factionwide effect on loyalty and religious & military zeal: faction zeal. Usually your War Council Members are immune to the effects of Zeal because they are the system.
High Zeal
Your default level at game start or when a new leader comes to power, the people being boosted by the inaugural pomp and ceremony. Expectations are high.
Good loyalty, command and piety are widespread.
Moderate Zeal
You would be wise to favour your most loyal generals and your War Council generals.
Low Zeal
As with moderate zeal, but with more pronounced effects
Very Low Zeal
As with low zeal,but with more pronounced effects
Abysmal Zeal
You are now either the greatest existing faction or in close contest for that position.
Your leader would be extremely unwise to entrust a large army to any general outside of his own, elite war council.
CENTRALISATION OF RECRUITMENT & COMMAND
A representation of the Leader's grip on power and the effects of his policy on recruitment and command.
These levels often, but not always run in tandem with faction zeal and size, reflecting the movement of power from the provinces and the nobles to the Leader, his senior generals and the capital.
The greater the faction's size and the lower the faction's zeal, the greater the grip on power required by the Leader and the centre. This is due to:
Fear of loss of control to the enemy within.
Desire and need for a more efficient, centralised command structure.
All generals and ungoverned settlements can recruit most militias,(rural & urban units) at all times, subject to standard game recruitment restrictions.
The War Council consists of the Leader, and up to 2 other Generals.
Minimum requirements to be automatically awarded war council member ship are:
1) Usually Command 3, Loyaly 4, Piety 4
Requirements are lower for the Heir and during "Very Low Zeal": 2 command, 3 Loyalty, 3 Piety).
2) A general must not have the Negligent trait. Negligent shows in the traits list as either: Neglected_Border_Defences,
Negligent or Completely_Negligent ( it is acquired by generals who repeatedly allow their settlements to become besieged).
War council members always have greater logistical ability.
Additionally you may transfer your war council ancillary to whoever you like.
If a general becomes king, he can nominate another, i.e. you may transfer his ancillary to another general because the king always retains War Council membership regardless of the ancillary.
The Heir has an increased chance of getting into the war council, but it is an uncertain world. When your faction leader adopts "Centralised command" only your King and Heir can recruit the best units, but the Heir must also posess one of the war council ancillaries, so give him one.
If other generals posess both of the ancillaries they will have improved recruitment, but it will not match that of the Heir or king.
Categories of units are closely based upon those defined by Point Blank's Real Recruitment mod, see instructions about installing both mods together at the BGRIII testers forum. Neither mod is essential to the other. It is your choice. I would personally install both (RR 1st).
Categories & Examples
A
Late Professionals (Byzantine Spearmen)
Feudal. (Knights)
Religious Order (Knights Hospitaller)
Urban Professionals (Hand Gunners)
B
Early Professionals (Armored Sergeants)
Local (Highlanders)
C
Rural (Peasant Archers)
Urban (Militias)
Unit category details here
Universal Right to Knight
Rank effects:
1} The Leader - can recruit all unit categories (A,B & C)
2} War Council - all
2} all other generals - all
The leader and his nobles are close in power. They have equal recruitment ability and command potential. Members of the war council have greater logistical ability. Generals are bound to him by their high zeal.
Right to Knight: Restricted
Rank effects:
1} The leader - all
2} War Council Members - all
3} all other generals - B, C
Professional Recruitment & command
1} The Leader - all
2} War council - all
3} other generals - C
Centralised Recruitment & Command
1} The Leader - all
2a} War Council (and is the Heir) - all
2b} War Council (if not the Heir) - B, C
3} other generals - C
Other Effects on Command & Recruitment
Supplies Only once fully supplied can a general begin to recruit an army, subject to his rank and other factors.
Religion All generals/governors must maintain a minimum level of religious support in their province in order to sustain recruitment to their cause.
Required Minumum Religious Level in Province.
1) 75% if faction Zeal is moderate or high.
2) 80% if faction Zeal is low
3) 90% if faction Zeal is very low or abysmal
Distance to Centre of Power
This feature only affects non War Councillors.
Whilst the Leader's recruitment restriction orders are in place, but non WC generals can still recruit category B & C units (i.e.Right to Knight: Restricted), when too far from the Capital these generals will find they are only empowered to recruit militias (category C) under their governorship, not category B.
Of these non WC generals, those with a command ability of 4 stars or greater are unaffected.
Recruitment Limit Reached
Your empire cannot sustain a size of military force which is too great compared to the size of your empire.
All recruitment for all generals, with the usual exception of militias (category C) is restricted.
If you have only just been notified of this restriction and have only just exceeded your maximum recruitment level, yet you need a better army, disband as many weak units as you can spare. Next turn, if you disbanded enough and your recruiting generals are in position to recruit, then with all other factors being ok, recruit as many powerful units as you can muster before you again reach your limit.
You have effectively promoted the old units.
Mercenary units are your other option as they are always recruitable, subject to standard game conditions.
Tips
Your Leader and his Heir are often now your main generals and are usually both members of the War Council. To get a third member he will need to have high command (3), loyalty (4) and piety (4). Such generals are rare in a large empire. Try to nurture at least 1 general besides your FL and Heir. The King does not require a badge of office for his War council so if he rises to the position of king from the war council he may nominate another general (transfer the ancillary).
As part of the update, the Heir too must earn War Council membership. War Council membership requirements are lower for the Heir always and for other generals when Zeal is "Very Low": (2 Command, 3 Piety & 3 Loyalty).
You can also transfer the war Council ancillary from any general to any other. Upon receipt of this honor the new War Councillor has higher traits and the old one, lower traits.
Getting an ageing general to pass on his WC ancillary, nominating his own replacement, is a good idea. If a general dies holding a WC ancillary the King will only appoint a new one to very worthy candidates.
Apart from faction announcements you can view your factions current zeal level in your faction leader's traits. Here you will also find where he stands on professional, feudal and centralised recruitment and command.
Don't forget that when The King gives the Order: 'Centralised Recruitment' your king and your heir are the only fully operable war councillors and the heir must be given a war council ancillary from anothe general or built up by you to get awarded one automatically by the king/leader.
If you are adopting or bribing, go for high loyalty before anything else. This was historically the most important trait in a time when brother fought brother and father fought son.
An easy faction to play would have heavily religious settlements. If they are not then make them so.
Starting with a small faction will be easier than a large faction in some respects.
A new Leader will briefly boost your faction's zeal and citizens may wish to fight for him even if they would not do so for the previous leader.
Always keep an eye on each regions religious level. If your people start to stray too much they may not wish to fight for you. An army of priests of another religion and even local heretics may do more than a regular army to topple a settlement or even an empire.
If you reach your population's maximum recruitment quota you may be able to get more knights next turn by disbanding some weaker militia (C) units, for example.
Repeatedly fighting weaker enemy armies is ultimately bad for morale. The greater the army you fight the better this will reflect upon your generals.
Settlements and troops will not thank any general who allows them to become besieged. Field battles are the true path to glory.
NOTE
If you are happy with modding you will see 5 triggers at the end of the character traits file. Enable them at any point in the campaign. They give you the ability to recover from internal rebellion by great deeds performed by your faction Leader or potentialy rebellious generals. These are disabled by default because they only work if BB&B mod is installed (it is in SS5.1 & SS6.1). I have enabled them by default in the update at the bottom of this post.
BGR2.1.
Contains new features plus reworked previous version features.
It is apparently free from error, but may now be delayed to be released with version 3, which will contain a new recruitment system as discussed in the posts.
BGR2.1 Introduced these Features:
War Council
Total Reworking of some previous Trait Systems
- Up to 3 of your generals will now be your main generals. Your Faction Leader, his Heir and the Leader of the Council of Nobles (once nominated).
- Each receives a new "Good Logistician" trait.
- They receive full state support and training, improving army health and morale.
- They can resupply faster, carry emergency reserve stores and even organise supplies in unfavourable settlements.
- Encourages realism and roleplay.
Encourages Great Battles
- No permanent Traits.
- Traits continually monitor your actions.
- Traits take more instances to aquire and are reversible through opposite actions, usually through playing honorably and aggressively.
- Benefits for fighting large, glorious field battles rather than continually defending sieges or only fighting small AI armies.
Further AI benefits
- Account taken of feedback, some traits reworked. e.g: No loss of stars without cause and causes are just and realistic.
Testers
- You will meet more dangerous, more enduring and more suprising enemy armies. (I lost my first test battle in Kingdoms and My Capital City in Stainless Steel).
Please contact me, by posting here or by pm, if you would like to test the new version. It is intended to work in ANY mod, including Kingdoms. It can work with your modded files because it adds the code rather than the files. (due to the genius of Nerazzurri who also created the testers forum)
Ideally when testing:
Some modding experience would be useful for reporting, but not required.
You would check out the traits as your generals progress through a campaign, making sure the traits act as they are supposed to, perhaps putting generals in unusual situations too.
Feedback! epecially on your battles before and after posessing traits is useful.
This first test version is recommended for meticulous expertswho play on vh/vh, but anyone is welcome. A less harsh version will follow.
You will be refered to a private forum for download and testing feedback.
* Byg's Grim Reality 2 contains all that was in the original plus a complete supply system and many more additions listed below. (Originally created for SS3.2 onwards)
Byg's Grim Reality 2 Setup.zip is an automatic installer/uninstaller (for SS3.2) and it makes a backup of the files it replaces. It requires you to first uninstall any previous version. it is at the bottom of this post.
If you encounter a problem with the auto installer then just use Byg's Grim Reality 2 - Supply and Command instead.
(Byg's Grim Reality original version for ss3.2 (my first version) is available as before and has had no reported errors or problems.)
*Byg's Supply System
*Supplies are carried with armies, which decrease with time spent in the field.
Supplies decrease in 1/4 chunks.
*Resupply via settlements and Supply Ships. Marching along the coast being supplied from ships is now a reality.
Resupply is at a rate of 1/2 per turn.
* Conquered settlements will only provide supplies once their population is at least 50% supportive of your religion.
A newly conquered settlement only supplies an initial resupply of 25 to 50% which you steal from the population.
Send in your priests, ideally in advance and build churches fast.
Meanwhile your army can sustain itself by remaining in the city, it just can't get enough supplies to replenish its stores.
*Foraging. Before you need to consume a portion of your armies supplies you may live off the land - foraging for 2 turns in foreign region and 4 turns in one of your own regions.
Each region has a limit to how much pillaging (foraging being the polite word) it can sustain. You may for example forage for 1 turn in a foreign region then move to another indefinitely and thereby avoid consuming your own supplies.
A region will replenish its foraging capability either by the general leaving it for 1 turn or by consuming his own supplies for 1 turn (automatic)
Sieging and long marches in the same region will cost you the most in supply terms.
*Capture enemy armies' supplies to sustain yourself longer in the field.
Simply win a battle against an army of at least half your army's size and steal their supplies to top your own up.
*Realistic penalties for running out of supplies
No one likes to go hungry. Your generals will get the blame if they run out of supplies. Your troops will become weaker, less loyal and undisciplined as they desperately forage for scraps to survive on.
*The enemy can prevent you foraging, causing you to use up your supplies.
The enemy can do this on first contact with you. i.e. when he holds up your movement for a turn.
If the enemy or any army prevents your movement, foraging will be prevented for a turn.
*Lose supplies to the enemy when you lose a battle- this is designed so that if you quit the battle in time then you may retreat with supplies intact. Some random factor is used here for how much you lose.
*Plan your supplies in advance. An enemy region with a vast hinterland could become your toughest target as was so often the case in history. Will you or can you use supply ships? Will your supply train last the distance?
*Byg's Command System
New additions:
*Poor Logistician. A general will gain this trait if he does not take care of his supplies.
Read on for the details of the rest of the traits.
Byg's Grim Reality original version (Originally for Stainless Steel 3.2)
THE AIM OF THIS MOD
The aim of this mod is ultimately to make the AI win a campaign. Then we can start discussing how we can beat it rather than the other way round.
Changes are intended to add realistic effects to the human player, which make him weaker and to the AI , which make him stronger.
I hope I have introduced a stronger advance planning element.
Old Version Installation:
Spoiler Alert, click show to read:
Gameplay
This central part if this minimod was based around my observations of Hannibal, Caesar and Napoleon. How do armies survive a long time in the field and remain an effective fighting force and when they don't, why don't they?
Hannibal kept his army in hostile territory for 20 years. I believe he achieved this by continually winning battles thus keeping morale high. He also brought some cities round to his side to recuperate in or support his army.
Napoleon had to retreat from Moscow because his enemy denied him battle and destroyed Moscow before him. Morale collapsed because there were no major victories and no
place to rest in such a harsh environment. Also Napoleon suffered greatly from overconfidence and thus ignored all advice against the invasion.
Caesar, rather like Hannibal inspired great morale in his troops via many victories, but he reached such heights as to become a danger to his own people.
The changes do the following:
Templars made especially difficult to play. (For old SS3.2 version only, though most other features are in all later versions)
All strong units above militia now only recruitable in 5 towns on the map (nearest to Tortosa).
Further from home you will need a Chapter house to create decent units (e.g.hospitallers) or use mercenaries or send your armies and reinforcements from your home towns. This gets rid of the unrealism of raising troops from newly conquered cities and adds a tough advance planning element to wars. Your costs are effectively increased by this.
(buildings and regions resources files altered. Therefore these changes require a new campaign)
Battles Harder
Battle (actual fighting) times increased and routing made more difficult via simple morale increases for foot, missile and horse
(units file altered so save game compatible)
Battle Readiness 'yo-yo' Traits added.
I don't like awarding bonuses to human players because we don't need them, but we do like a reward to make things interesting.
This set of traits indicates an army's condition. It runs through a series of levels increasing every 4 turns that an army is in action (i.e away from any town or a castle with at least 50% compatible religious population) In essence, your troops become more weary the longer they are away from home. The levels are:
Ready for Action (default when born, adopted, recuperated etc)
Troops Weary (4 turns away)
Troops Despondent (8 turns)
Troops Undisciplined (12)
Troops Desperate (16)
Troops Mutinous (20)
Each level attained initially brings penalties to Command, Troop Morale, then later unrest, Loyalty and Influence too. The traits lists warnings to you to get the troops home to recuperate.
And there's more. From Ready for Action or any other level, the battle readiness levels can move in the other direction. So:
Ready for Action
Eager to Fight (adds a little morale)
Bent On Glory (adds morale, reduces loyalty)
Movement of levels in this direction is attained by fighting and winning battles.
Any victory has the effect of reducing the effect of time away from a settlement i.e if your troops have just become Weary (4 turns away), but you fight and win a battle, you go back to Ready for Action (2 turns away) so in 2 more turns you will be weary again. So battles won temporarily regain morale before it starts to slip again.
Heroic victories or Major victories and taking an enemy settlement will have 4 times the above effect so fighting and winning against large AI armies will do your men more good (morale wise) than fighting minor easy battles. Keep fighting and winning and you can stay in the field longer without having to recuperate in a settlement.
Recuperation recovers morale at 4 times the rate at which you lose it.
Major victories Battle and Kills Counter Trait.
50% kills are required in a battle against greater odds to get a major victory.
This trait counts and updates for every Major battle you fight up to about 150. It also takes an educated guess at your cumulitive kills for each of your generals. Obviously using 150 trait levels would be too much effort so I use a few traits a bit like an abacus.
Major Victories are recorded on monuments erected in your generals honor. One two, three and four victories are announced and recorded as they come. The fifth victory entitles you to a Great Monument, then whilst keeping this monument it counts one to four again, then you get Two Great monuments. Five of these gives a Spectacular Monument and so on. In this way you can easily reckon the total battles and by adding up the kill totals on the three types of monument you get your generals total kills during his lifetime (rough estimate).
Major victories are counted for AI generals too. I liked the idea of spying a hugely successful general heading for your territory, fearing him and knowing his history. Now you will.
Sadly, because AI generals' armies do not retrain (as far as I've ever seen) they don't last too long. Therefore I rewarded successful AI genarals with the following trait.
Battle Hardened Trait (may rename as Cohesive Fighting Unit)
Healing Increase for AI Armies.
The idea being that they work well together and take good care of their injured.
For this trait I assumed there was not a limit on healing values after battles. All being well, this massively heals AI armies if they win. The idea was to keep good ai armies going. They don't have the advantage of retraining as we humans do. This levels the playing field.
Over Confidence Trait.
Changed system from v2.1 onwards.
Old Method:
If you like reading historical accounts of ancient battles it becomes clear that overconfidence is probably the greatest cause of major lost battles.
I use this description to give a trait to the human player only, which in a complicated way will prevent your generals from getting too many stars. If you do get too many you wont have them for long, so make use of any high star general whilst he's at his peak.
New Method:
Repeatedly fighting armies less powerful than your own will falsely boost your confidence making your army overconfident. Your general and his troops may not be up to an equally matched enemy when eventually they meet one.
Fighting mighty armies reverses any overconfidence gained.
Tweaks
A few mods, including Deus Lo Volt and SS, incorporate BB&B mod, which gives the Offensive to Nobles Trait to Faction Leaders, causing rebellions and civil wars (I absolutely love this idea as the next best thing to having a shadow faction where your rebels become a faction.)
I wanted there to be a way out of this for our faction leaders that was not random, but rather had to be fought for.
This tweak enables an offensive FL to personally lead an army and conquer a city to rid himself of this trait and redeem himself to his people.
Your leader can also achieve the same by fighting and winning a major victory.
Your generals who are negatively affected by their faction leader's offensiveness can recover their loyalty too by being sent successfully against a settlement.
Finally, I reduced the recurrence of random rebel armies appearing on land, as in vanilla M2TW. They are more annoying than challenging in my opinion.
SCREENSHOTS
Spoiler Alert, click show to read:
Uninstallation (for SS6.1)
Reinstall SS6.1 (not the whole of Stainless Steel) and don't select this mod.
Data.zip: Important Note
If you installed BGRIII using the Stainless Steel 6.1 installer you NEED this fix. It is located in this link, called "data.zip".
Simply unzip it and place the resulting data folder here:C:\Program Files\SEGA\Medieval II Total War\mods\Stainless_Steel_6\ , then start a new campaign.
As of 27/05/08 this file also contains updated descriptions and improvement tweaks:
Traits explaining each generals recruitment ability and many more helpful descriptions.
Requirements for the Heir being awarded War Council ancillary by the King are lowered to 2 command, 3 piety & 3 Loyalty.
Requirements for ordinary generals are lowered to the same amounts as the Heir, but only during the Order: Centralised Recruitment (when your faction is the largest or close to it).
If you are already deeply into a good campaign with the previous fix then you can still apply this updated fix and get most of the new improvements. The rest of the features will only appear in your next new campaign.
Latest versions are available at the BGRIII forum in this link
Only older versions are attached to this post below:
Byg's Grim Reality 2 Setup.zip is an automatic installer/uninstaller and it makes a backup of the files it replaces. It requires you to first uninstall any previous version of this mod.
If you encounter a problem with the autoinstaller then just use Byg's Grim Reality 2 - Supply and Command instead.
Byg's Grim Reality Traits small file.zip is for manual installation of the 1st version of this mod. Byg's Grim Reality Traits Setup.zip is an autoinstaller version.













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