brief change descriptions
- adjusted unit stats again, cavalry stronger in melee ( quite a lot! square is a must against them, but it is also possible to defeat them by precisely timed salvos)
- unit mass adjusted - cavalry will not penetrate infantry formation easilly, most of the time will be stopped by first two lines. heavy cavalry penetrate more, light less. same true with infantry
- adjusted artillery effectivity - new reload and acc values based on caliber type - bigger guns more accurate but slower to reload.
- improved hovitzers - they now have canisters! (instead of solidshots) they are less accurate but have higher reload (shorter barrel). they are good at destroying objects.
- no more firing from horse for western cavalry! they are able to dismount. Dragoons and Carabiniers are able to fight like rapidly deployable skirmishers (their carabines are faster to reload,but slightly less accurate than normal musket)
- naval guns adjusted (mostly to match NER naval combat behavior)
- Eastern armies overhaul - they are no longer disciplined force,mostly using mob formation and deep ranks. dangerous in melee
Naval recruitment overhaul
- Historically correct shipbuilding - build new SOL took several years, often over 5-6 years or more. All naval recruitment times will be increased - 1.rate SOL will take 12-14 turns to build, Frigates about 2-3 years... same with Trade Ships which are comparable in size to 4-rate ships. Building times will be based on real historical building time averages.
- All naval port will get more recruitment slots - lowest tier military port will have 3 slots now, trade port 2 (instead of 1) - so now you will be capable building several ships at once, but with increased building times - this will consume your resources more, so you might even cancel few ships before launch if you will need resources otherwise.
- Indiaman Trade Ships will cost more - almost similar to 4-rate SOL (but without the cost of guns of course) and will take same time to build - so nobody will be able to Spam tons of these ships quickly in the beginning - while in vanilla game Indiaman cost about 500 in ER new cost will be 1000-1200 or more with building time 5-6 turns. This will make trade ships valuable resource worth capturing or destroying as it will take some time to replace.
Aproximate Building times:
1-rate SOL..........11-12 turns
2-rate SOL..........10-12 turns
3-rate SOL..........8-9 turns
4-rate SOL..........5-7 turns
5-rate Frigate......4-5 turns
6-rate Frigate......3 turns
Indiaman.............5 turns
Brig....................2 turns
Sloop..................2 turns
Building times will differ based on country - major naval powers will be able to build ships faster (on certain ships it might vary 1 turn)
i made an average on building times for ships that i was able to find info and made average - for example British Bellona class 74gun ships took on average 3 years to complete Arrogant class 4 years,Canada Class 5 years and Ramillies 4years.. so average is 4y/8turns building time for 74gun SOL
Update 3:
Currently working on things that were present in ER 0.73 but later they didn't make it into ER 1.0 - mostly new naval units and guns.
- added french naval 4pdr and 36pdr guns so French Ships will be unique
- added 18pdr,24pdr and 42pdr carronades - assigned to appropriate ships - will make carronade research a worth having.
- new privateer ships (Brig and 24 gun Corvette) armed with carronades - require carronade research -thanks to Carronades they will become more dangerous but of course outranged. Use fast approach and short range broadside exchange - 18pdr-24pdr carronade will outgun at short range even 32gun 5-rate Frigates which are armed with 12pdr on main deck!
- ship prices and upkeep rebalance based on real historical costs (they will be proportionally scaled - 1rate will soxt 1.5x more than 3.rate or 4x more than 32gun Frigate - upkeep will be based on real crew size, so in the end upkeep for 1.rate will be about 2-2.5x higher than Frigate upkeep )
Update 4:
- another privateer ship for western countries based on Ketch model (without mortars!) armed with small guns slightly better than small Sloop. This will allow to transform Brigs to late era Privateers(in two versions - carronade armed and standard light cannons) as they should be. For this i will use slots originally used by Bomb Ketch and Rocket Ships so they finally disappear in any possible form from game.
ok, so in my current work files i made few changes to unit costs / limits / upkeep. currently there are will be several subcategories based on unit type - western type professional army / militias / feudal-like warrior types.
differences are simple - western type infantry has a considerable cost to recruit, and you need certain money for salary, supplies ammo etc..but they are not taken from working populace so they are not impacting your economy as forming militia will. They will need some time to train, but once fielded, they are soldiers for life. Upkeep price will be about 1/4-1/5 of their recruitment cost.
Militia units are productive men - mostly those who would work in manufactures or on field, calling up militia force is not as costly as forming professional unit, (you need to provide weapons and ammo, in Americas they even had their own...) but forming the militia will result in bigger draw on your economy - thus upkeep will be higher than with professional soldiers - so in the end militia will cost much less, but will have higher upkeep,therefore forming militia will be not a good idea in the long term.. here upkeep will be 1.5-2x higher than recruitment price, but recruitment price will be low.
Feudal warrior type is similar - again those warriors are coming from your fields, so forming them has the impact on economy (not as big as calling militia) but their recruitment cost is somewhere in between. This type should be also used for all Natives as calling to arms would reduce the resources tribe has (men were hunters in the first place, not warriors)
Professional Line Infantry - cost 1000, upkeep 250, recruitment time 2 turns
Feudal/warrior class - cost 750, upkeep 375, recruitment time 1 turn (restricted number of units based on social class of unit)
Militia unit - cost 500, upkeep 300, recruitment time 1 turn
again, in the end costs will be higher, but ratio will be similar. Building the professional army will be the best long term solution and practically best investment of all,but will cost the most, and will take more time. Militia units will be relatively cheap,but not that effective for their cost/upkeep, and Feudal troops will be less cost-effective in the long run, but faster to recruit.