As the title says, this submod brings permanent forts (around 40 forts) to the campaign map. It also has a revised field costs script and the garrison script from my previous submod with Gader getting a scripted garrison.
I also increased the kings purse for small factions, that is, factions with less than 5 settlements receive more money, this is mainly to help them being more agressive against the rebel faction but will also give an additional challenge to the player. I increased the clawback limit to 49k, before it was 29k. This is a limit that takes money from the AI when they reach that particular amount of money in order to stop the AI from accumulating too much money. However, previous testing from me has seen that increasing this to 49999 has really no negative effects and it stops with the situation in which the player becomes the richest faction in the game almost immediately.
About the field costs: The revised script takes more money (150 when you have a stack outside your settlements, 250 when the stack is in enemy territory and 500 when your stack is besieging an enemy settlement), however, it only starts affecting you when you have more than 5 settlements and it only affects civilized factions (so no tribal, nomad factions are affected). Moreover, when your faction has more than 19 settlements, there is an increase in this cost that affects every faction. That is, if you are a tribal or a nomad faction, you start to loose 200 mnai for being on enemy lands and 300 mnai for besieging and if you are a civilized faction, you will have to pay this money plus what you already paid, increasing siege costs to 800 mnai and the costs of being in enemy territory to 450 mnai.
About the permanent forts: There are around 40 dispersed in the campaign map, they are appear in 4 different models on the map, sadly, the battle map will be the same for everyone because that is the limit of my knowledge (the battle map is basically a tribal fort battle). They can hold 3 free upkeep units, this is because I believe that those Forts can work like an ancient "police" force to project your faction's military power, with for example, 1 cavalry unit and 2 infantry units, that will strike at the small stacks that appear around the map, but will need help from the regional capital if stronger forces appear. They are mostly positioned in the west because it is difficult to place forts in the map so I went for the regions that I know better and followed the minor settlement slave resource. Believe me, I lost a good amount of hours due to crashes because of forts being placed where they couldn't be placed.
This is not savegame compatible and besides extracting the folder and placing the files in the right place in your mod, you will have to delete the map.rwm that you can find in data/world/maps/base. Delete also the export_VnVs.txt.strings.bin, the names.txt.strings.bin and the expanded.txt.strings.bin file in data/text. All this files will be regenerated by the game once you start a new campaign, however it will take a bit longer to load on the first time you start a new campaign after installing this submod, do not despair.
It includes Hannibal Barca files for him to appear on the campaign and I increased a bit the chances to get both the Barcid and Anti-Barcid traits. My advice is to begin a new campaign with Carthage because it is near the regions with the most forts and already starts with 6 forts.
Enjoy
Thanks to the EBII team for this awesome mod!
Thanks to all the support from the forum members!
P.S: No, I didn't included images because I want you to be surprised x)