I made this minimod, and got most of what I wanted working. I'll release it after a bit more of playtesting.Can I make it resist ramming but not artillery? PROBABLY NOT. must be a limit
Can I increase gate_strength as high as I want? PROBABLY NOT. as above
It turned out to be possible by descr_walls.txt and descr_engines.txt
I reduced ram's attack, and increased gates hitpoints. Gates are now slightly stronger against artillery, and a lot stronger against rams. I don't think nerfed bodyguards would hinder the AI; they would actually help it. Don't forget that the AI doesn't care about the "general" label. All it cares about are the units stats. This is why the AI is always so keen on using the general's bodyguard, because it is an excellent combat unit, statwise. If the bodyguards were nerfed, the AI would be more cautious about using them, and the player wouldn't be able to steamroll entire armies with them.
I playtested campaign with half size of bodyguards, and just 1hp, what's a pretty drastic nerfing. They're still rather powerful, with three digits kill rates when used against low tier missile infantry etc, but they suffer high casualties when used against competent troops, what's exactly what I wanted. AI doesn't seem to suffer too much, I haven't seen any AI losing because of running out of generals yet.
Total list of changes in the minimod:
- everybody moves 2x faster in campaign (maybe I'll reduce it a bit, but it plays a lot better than vanilla)
- rams have 50% attack (I really love it, I think about nerfing them even more)
- rams have 50% hitpoints (doesn't seem to do much, chance of catching fire seems hitpoints-independent)
- Taxes influence growth rates at 1% per level, not 0.5% (I like it)
- Resources are 2x more valuable - so trade, and mining are 2x more valuable, and merchant trade is >2x (it's not linear because higher income gives merchants extra levels faster). I think this is too much, I'll reduce it a bit. It doesn't make merchants in Europe all that valuable, but it makes merchants outside Europe really overpowered, not the intended result.
- gates are 2x stronger (definitely a good idea)
- all towers fire at 2x the fire rate (definitely a good idea)
- everything builds in 1 turn (definitely a good idea)
- mines are 2x more expensive to match their income increase
- bodyguards are 1hp and half size (works great)
- missile infantry gets 2x ammo (and now we have proper rock paper scissors with cavalry beating archers beating infantry beating cavalry)
- rebels and pirates spawn half as often - it seems to make them stronger at the same time, but I haven't made any scientific measurements. Some posts at the forum suggested that this would happen, so it's not just my imagination.
As for AI impact, the minimod gives AI some advantage in sieges, as autoresolve ignores boosted defences. Using autoresolve in sieges by player is now officially considered dirty cheating ;-). I think AI doesn't build mines as often as it should. It handles faster campaign movement speed very well, doing surprise counterattacks with big forces when I overextend.
I definitely like it more than vanilla, I'll tweak and playtest it a bit more before releasing (unless someone wants a quick preview zip), probably on the weekend when I don't have that much work :-)
Are there any diplomacy-fixing (and bugfix) minimods that I should and can include?