preload button hover image:
Current Time: Mar 18, 2018, 08:19:30 am
 Mount&Blade Repository » Mods » Large » Lords and Realms: Overpopulation
Registration is not required to download. However, it will allow you to vote, comment, and request upload access. Forgot your password?
View this file on the M&B NexusFile Listing: Lords and Realms: Overpopulation
Last Updated: Jun 12, 2009, 03:58:54 am
First Created: Jun 01, 2009, 03:42:32 am
File version: 1.50
For M&B version: 1.010/1.011
Downloads: 5,210 Size: 1.32 MB
Views: 11,172 Type: ZIP
Home:  Forum Thread
Rating (1 votes): 4.5 / 5.0
This is my take on Lords and Realms. It's officially compatible with version 1.50 but may still work for later versions. Basically, it's an overhaul of all the party sizes, plus a few additional features. It's a small download so try it out and see if you like it! I will update future versions should there be numerous large changes in the official Lords and Realms.

You need Lords and Realms to install the mod. Simply unzip the text files and replace those in your module file. Make a backup of your text files just in case!

All credit goes to Nick Altman for making Lords and Realms in the first place. This is just an extensive tweak.

  • Stronger factions (as in much stronger!)
  • Average Swadian lord has 250-350 men. Swadia excells in all areas, especially sharpshooters
  • Vaegirs have overwhelming numbers (you'll see... just check out their cities)
  • Khergits are pretty much the same, slightly stronger heavy infantry
  • Rhodoks have larger groups of spearmen (I think)
  • Nords are stronger in general
  • Lords have much higher levels depending on faction
  • You advance up levels faster (only slightly)
  • Your men advance up levels much faster (you need stronger men, especially if you're going up against Swadia or Vagia, or even the Nords and Khergits; not so much Rhodoks)
  • Kings are very dangerous
  • Wealth generated by your properties is massive (provided your caravans and peasants survive their trade routes)
  • Caravans are much more well protected
  • Caravan masters are very dangerous
  • Bigger battles within castles (as in the inner hall) and towns
  • You can recruit a lot more men from each village
More From This Author
IP: logged
 Re: Lords and Realms: Overpopulation  » posted by hakamashakallama on Jun 01, 2009, 06:26:54 am
Sounds great. So, does it work for 1.505? i hope so
IP: logged
 Re: Lords and Realms: Overpopulation  » posted by Greut on Aug 30, 2009, 06:35:35 pm
I really like what you've done with this mod. You've got some great ideas. However, I don't think that any factions should be made stronger than the others. They should be relatively equal in strength. That way players are free to play any faction without having a built in handicap, or advantage. Originally, each faction tended to have strengths with certain types of troops, such as Swadian cavalry, Vaegir archers, Nord footmen, etc. which meant that one had to make the best use of your faction's strengths, and at the same time compensate for your weaknesses. Making one faction strong in all areas is unfair to the others, and makes the strong one too easy to play. I appreciate all of your hard work, and look forward to future releases.
IP: logged
 Lords and Realms: Overpopulation (v 1.50)  » posted by evaristO the Great on Oct 30, 2010, 02:42:17 pm
Come on :roll: Why everyone thing the rhodoks sucks
THE Rhodoks is the best faction :green:
IP: logged
 Re: Lords and Realms: Overpopulation (v 1.50)  » posted by JackOfBlade24 on Aug 16, 2011, 03:03:40 am
evaristO the Great wrote:
Come on :roll: Why everyone thing the rhodoks sucks
THE Rhodoks is the best faction :green:

I know right they should get credit :-D

Hosted by Hypernia.
Website © 2018 FenriSoft. The core site script is PHCDownload (© 2005-2018).