Stances and Edicts reworked to deliver additional immersion and realism.
*download link*
https://drive.google.com/open?id=0Bx...0VQNHh3RHVUMVE | Updated December, 2016 | team to remove post if data link undesired - cannot make submod for this, it is rework not addition.
effects_bundles_to_effects_junctions
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rom_stance_army_default --> rom_faction_public_order_foreign_culture_penalty (-20%, added effect) Explanation: Troops are fraternizing with populace people feel united to see national army
rom_stance_army_fortification --> rom_payload_food (old -2 new -4) Explanation: Troops consume extra food while doing manual labor constructing fort
rom_stance_army_fortification --> rom_building_slave_happiness_mod (-70%(Rome) -60%(Helens) -50%(Barb), added effect) Explanation: Fort serves as penile institution (slave unrest reduction)
rom_stance_army_fortification --> rom_building_recruitment_points (1, added effect) Explanation: Fort serves as recruitment headquarters and training ground
rom_stance_army_fortification --> rom_province_initiative_trade_base_slave_decrease_mod (20, add effect) Explanation: Fort serves as re-processing station (fleeing slaves captured and re-inslaved)
rom_stance_army_fortification --> rom_force_campaign_mod_upkeep_land (+15%(Rome),+10%, new effect) Explantion: Troops are paid bonuses for hard labor/construct fort
rom_stance_army_mustering --> rom_province_initiative_trade_base_growth_mod (-4, add effect) Explanation: Labor power is transfered from the field to the army (-100% growth is too much with recruitment at 3 turns)
rom_stance_army_mustering --> rom_force_unit_mod_morale (10, add effect) Explanation: Troops seeing additional comrades join army are happy
rom_stance_army_mustering --> rom_force_campaign_mod_replenishment_rate (-75%, vanilla is +4) Explanation: Recruited troops are drawn from pool of soldiers would have been used to replenish ranks
rom_stance_army_mustering --> rom_building_culture_conversion_to_state_culture (3, add effect) Explanation: When men join the army the nation is more destinct
rom_stance_navy_patrol --> rom_force_campaign_mod_local_piracy (old -25, new -50) Explanation: -25% is not very substantial, -50 makes navy feel quite important to faction progress
rom_stance_navy_docked --> rom_general_force_mod_resistance_to_occupation (20, new effect) Explanation: Cultured marines are thrilling to locals (this is maybe wrong/lame)
rom_stance_navy_docked --> rom_force_campaign_mod_replenishment_rate (old 25 new 15) Explanation: Because R2TR3 raiding is very powerfull, and, slower replenishment requires player take better care of fleet..
rom_stance_navy_doubletime --> replenishment modifier (removed) removed this modifier because troops sailors hardly replenish at sea anyway and because doubletime to settlement docks should give full replenishment
rom_stance_army_garrisoned --> rom_character_gravitas_per_turn_mod (1, add effect) Explanation: Commanders lording over settlement gain notoriety
rom_stance_army_garrisoned --> rom_general_local_mod_repression (old -8 new -10) Explanation: To really explemplify the concept and offset added gravitas
rom_stance_army_garrisoned --> rom_force_campaign_mod_replenishment_rate (old 10% new 5%) Explanation: After capturing settlement next conquest is too easy with 10% replenishment
rom_stance_army_ambush --> rom_force_unit_mod_armour (-20%, add effect) Explanation: Troops leave minor amour items in baggage train to climb/scout in forrest or hills (now player must do cost/benefit analysis)
rom_stance_army_march --> rom_payload_food (old -2, new -4) Explanation: Troops require extra calories for long march
rom_stance_army_march --> infantry stats mods (old -25%, new -20%) Explanation: Enemy armies too weak at -25/-25/-25
---------------------------------------------------------------------------------------------------------------------------------------edicts
Tax Harvesting/Military Stimulation reduces growth (-3) and PO by 2 but also reduces corruption (-20%) (improved book keeping)
Commercial Stimulus increases slave unrest, corruption, but increases growth (+8) and slave output (+10% simulating slave market)
Bread and Games +5 PO, +5% culture wealth, +5% trade/commerce, -3 food, interrupts troop replenishment (-75%), -2% agricultural wealth (people at leasure)
Romanisation +2 conversion, -15% recruit cost, +2 recruit slot, -20% morale all local armies (for turn, harsh treatment) -15 diplomacy (for turn, poor conduct/treatment)
Noble Philanthropy -15 -15 -15 costs, -1 per turn political influence to party, -3 food
Mercenaries -20% recruit -20% morale all local armies (for turn, soldiers wary of foreigners) +20% culture penalties (scary foreigners in our land)
Barbarian Tribute +15% tax, +1 political influence to party, -3 growth, -1 PO
Eastern Conscripts -15% recruit, +2 slots, -20% morale all local forces (for turn) +50% resistance to occupation (anger towards forced service)
Barbarian Migration -20% recruit, +1 recruit slot, minor penalty to diplomacy and +20% slave unrest (foreign people/sights inspiring slaves to escape and neighbor factions frustrated with migratory stresses)
campaign_variables_tables
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captured_units_slaves_percent (old 25% new 30%) Explanation: Desire to create larger role for slaves in empire building/management.
replenishment_base_land (old 2 new 1) Explanation: Desire to mimic old style proactive Total War replenishment system. Meaning, pay to recruit/replenish (forifty stance is training ground)
replenishment_bonus_land_can_recruit_unit_owned_region (old 12 new 10) Explanation: Same as above ^
pathfinding_sea_to_land_beach_transition_action_point_cost (old 1500 new 1000) Explanation: Because landing would require less effort compared to acquiring boats and launching (land-to-sea is 1500)
land_units_tables
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campaign_action_points --> all categories +200 points! (because many campaign situations make distances way too long)
campaign_difficulty_tables
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rom_faction_public_order_difficulty_level AI: (old 12 new 10) Human: 0 (no change) Explanation: To make spy public order sabotage capable of noticable effect
rom_building_recruitment_points AI: (old 1 new 3) Human: 1 (no change) Explanation: Because AI fails to use forify or edicts to gain large recruitment cycles
rom_building_recruitment_points_naval AI: (old 1 new 2) Human: (old 1 new 2) Explanation: To compensate for land recruitment fortify option
rom_building_siege_holdout_time AI+Human: (old 2,4,6,8 new 1) Explanation: When set to 1 the default is 4 turns (plus buffs). Player will autoresolve/attack if forced wait much longer than 4 turns. (game play not realism change)
rom_building_trade_route_sea_cap AI+Human: (old 1000 new 1500) Explanation: Old value would limit trade by sea to potentially only three routes. Seems too low.
rom_building_gdp_mod_all AI: (0, no change) Human: (0,-2,-4,-6,-8,-10) Explanation: Moderate implementation of difficultly settings for economy
rom_force_unit_mod_morale_own_territory AI: (old 20 new 15) Human (10, no change) Explanation: Difficulty slider already affacting AI morale heavily in other effect scope
rom_payload_food AI+Human (old 4,2 new 6,6) Explanation: Numerous factions which start with no farms etc.. would starve due to new army and building food consumption
-------------------------------------------------------------------------------------------------------------------------------------------export_triggers.lua
Trait gain slowed. Generals most specifically won't gain so many traits so fast. Idle generals in settlements less likely to acquire traits. Explanation: So many effects too complicated to bother paying attention.Note: I fully re-wrote the R2TR version 3 file with my earlier modded R2TR file (so if new scripting was added since previous versions then problem)