Retinue test mod is done:
https://www.dropbox.com/s/tajtcbywoej8hz8/retinue_test_mod.zip?dl=0
Installation:
Unzip contents into your mod folder and enable in loader. Standard path on windows is: "My Documents/Paradox Interactive/Crusader Kings II/mod"
Features:
- Retinue cap greatly increased.
- Human players can recruit all cultural retinues.
- All retinues are free (cost no gold, have no upkeep) and will reinforce to maximum size in a few days.
- Human players can build any cultural building for low cost.
- AI can't build retinues or cultural buildings.
- Clear cultural buildings by disabling and then re-enabling cultural buildings by decision (in intrigue menu or by right-clicking your own portrait). This works by adding/removing Genius trait, when cultural buildings require characters to not have Genius in order to be built. It's messy but it seems to work (may not work if you only built 1st level of cultural building).
- Decision in intrigue menu to create levy_mix_1978. This creates event troops that perfectly matches the composition of a castle levy with all tech level 4 buildings (except cultural building). If the troops were retinues, the total retinue cap cost of the unit would be 1978.
- Decision in intrigue menu to create levy_mix_2000. Same as above, except a few extra troops added to round up retinue cap cost to 2000.
- Decision in intrigue menu to create levy_mix_36K. Same as levy_mix_2000, except 18x as many troops.
- Decision in intrigue menu to create levy_mix_12K. You get the idea.
- Decisions in intrigue menu to create commanders with 8, 12, or 16 martial rating.
- NEW (25/2/2016): Decision in intrigue menu to change your culture to one that grants special combat tactics.