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Thread: Empire Realism - Feedback and General Discussion

  1. #301
    Ashigaru
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    Feb 2013
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    Default Re: Empire Realism - Feedback and General Discussion

    Quote Originally Posted by JaM View Post
    Btw, i'm currently working on 4.2, which will bring Economy overhaul - instead of economy buildings providing GDP bonuses, they will provide growth bonuses. So amount of industry in the province will increase its economy growth. If you increase the taxes too high, you will reduce the growth from your industry to minimum...
    Sounds great

    Quote Originally Posted by JaM View Post
    Also taxes will get changed - Military buildings will reduce amount of taxation in region, while government buildings will increase it. So in big cities, you will need to have top government building to override tax penalties added by military barracks and artillery buildings. Combined with industry change, this will provide continuous challenge to human player, so you will never be too rich to afford everything (but of course if you own half the continent, you will have lots of money, but not as much as before)
    Good idea to make the game a bit more challenging for the human player. Do You think the AI will be able to handle it, too?

    Quote Originally Posted by JaM View Post
    I will also slightly adjust the strategical resources importance in game - For example, Timber will now globally decrease building costs of ships by 2-3% (based on building type), so owning as many Lodging camps as possible might greatly reduce ship costs. Same thing will happen to Iron mines, which will be reducing the cost of artillery.
    Don't forget to include a moral boost for the Britains from owning tea plantations

  2. #302
    JaM's Avatar Empire Realism
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    Default Re: Empire Realism - Feedback and General Discussion

    AI gets a lot of GDP bonuses based on difficulty, and i will encourage them to spend more on economy buildings in AI files..

  3. #303
    JaM's Avatar Empire Realism
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    Default Re: Empire Realism - Feedback and General Discussion

    for next version i will also change Ministers bonuses.. In vanilla i found most of them quite low and insignificant, so i have decided to increase some of them, especially diplomacy and research (army and navy) bonuses.

  4. #304
    Ikko-Ikki
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    Default Re: Empire Realism - Feedback and General Discussion

    The new economic setting sounds great. Looking forward to the next patch. ^^

    Btw, is the BSM file for ER3.5 in previous version (mod_BSM_light_for_ER3_5.pack) compatible with ER4? I found that my computer is not powerful enough to run the full version so I think using a light version may be better...

  5. #305
    JaM's Avatar Empire Realism
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    Default Re: Empire Realism - Feedback and General Discussion

    BSM which was part of ER3.5 is fully compatible, and the file used was the light version.

  6. #306
    JaM's Avatar Empire Realism
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    Default Re: Empire Realism - Feedback and General Discussion

    update:

    Made some small naval changes:

    - French 60 gun ship will be replaced with 64 gun ship armed with 6/12/24pdr guns. This ship will be based on 74 gun ship model,but will be weaker than 70/74s. It will be available to French after some naval research.
    - French 50 Gun ships will be renamed to 54 gun ships.
    - All Ships of the Line got their smaller guns replaced with longer versions. Long Guns (6pdr, 9pdr and 12pdr) have same range as normal guns but are much more accurate. They also have higher penetration.
    - Penetration of guns reworked. Heavy full length calibers (12pdrs,18pdrs,24pdrs,32pdrs and 36pdrs) now have high penetration, medium guns (4pdrs, 6pdrs, 9pdrs) have medium penetration, but their long variants have high penetration. All Carronades have now medium penetration.
    - fixed Dutch trade fleet with correct crew numbers so they wont rout instantly in battle.
    - Because of using a lot of models with higher nominal number of guns and downgrading it to lesser models i have reduced morale penalties for destroyed guns. It still apply,but it is not all deciding factor now. Instead, i have reduced the crew casualties percentage required to force ship to surrender from 75% to 40%


    edit:

    - maritime_progressive (British) and maritime_repressive (Spanish) personalities got more detailed naval deciding factors added, so they will now behave more "naval" instead of using default values which had naval behavior slightly suppressed.
    Last edited by JaM; Today at 01:56 AM.

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