-4 Turns Per Year.
This comes with no need to manually mess with your startpos file.
Experience all 4 seasons in a logical manner during the Grand Campaign. -Building Construction Times and Tech Research Times increased to support increased TPY.Construction Times have been increased on a gradient, ranging from 100% to 33% increase.
As build times increase, the percentage of increase becomes smaller. Changes range from 2 turns becoming 4, to 12 turns becoming 16. Tech Research Times have been increased on a gradient, ranging from 100% to 20% increase.
As research times increase, the percentage of increase becomes smaller. Changes range from 2 turns becoming 4, to 28 turns becoming 29.
These changes should should drastically change the feel of your campaign. The passage of time will feel longer and more in depth, and hopefully, you'll feel more attached to your decisions and those of the AI. -Increased Garrison Qualities/Size For Every Single Faction.I went through all the factions with a fine-tooth comb and they all have balanced, equal increases to Garrisons.
Increases never exceed 2 additional units to what Vanilla provides (with the exception of Rome, who receives 3 additional units), and the units never exceed Tier 2 units.
The Settlement building has to match your factions culture before providing additional Garrisons.
i.e, you won't get larger garrisons immediately after taking another cultures territory. You must first convert the settlement building to that of your own culture. -The Starving AI Crisis is over!All AI Factions now receive additional Food Income based on the Difficulty Slider set at the beginning of your campaign. Normal +3, Hard +6, VHard +9, Legendary +12. This translates to 3 "free" farms for the AI on Legendary. This solution will stop the constant self-starvation problem present in the AI, without giving the Player additional bonuses and making the Campaign Game incredibly easy and boring. -Script Put In Place To ENSURE The Long Term Survival Of Major Factions.Huge kudos to .Mitch. for pioneering the scripting on this. A large part of the reason many major AI factions seem to crumble so soon and often in the campaign, is because the autobattle calculations done by the game are often way out of whack. And sometimes even when it makes sense that a major faction should lose a particular battle, we don't want them to so early in the campaign.
This new script will ensure that all major factions have an automatic and guaranteed edge against minor factions.
The script will grant large bonuses to Major Factions when defending against Minor factions,
and it will grant small bonuses to Major Factions when attacking Minor factions. If a Major Faction attacks or defends against another Major Faction, no bonuses will be applied, with the one exception of Rome.
Rome will receive small bonuses when attacking or defending against another Major Faction.
The script won't take effect if the player or his allies are in any way involved with the battle, or if the player is within range of seeing the battle.
Overall, this means Major Factions should only be wiped out by other Major Factions and the odds of them successfully expanding should be elevated. Carthage will NEVER AGAIN be wiped out by Turn 30, and Rome will NEVER AGAIN be eternally confined to half of the Italian Peninsula. Again, this development comes from .Mitch. and his original version of it with different bonus values can be found here.
In addition to the change mentioned above, all of the MAJOR factions (a total of 21) receive a hidden bonus to their income, ranging from 200 to 600 Denari.
This might not sound like much, but this income receives multiplier benefits of the tax slider.
These changes, combined with the food bonuses, will allow ALL factions to perform much better, while giving the MAJOR factions an edge. -A Number of Agent Actions Smacked In The Head With The Nerfbat.Not all actions were modified or nerfed, only a select few that were deemed OP and intrusive to the overall campaign play were reduced. Things like Incite Revolt (public order penalty), Harass Army (army attack/defense/morale penalty), and Poison Provisions (army man-count penalty) were nerfed, since some of these effects were way too strong and counter-intuitive to the balance of things. Note: All of these abilities are still in the game, because they're part of what make the Agent Mini-Game fun. They've just had the magnitude of their effects reduced. -Improved CAI Budget Allocation.The AI will now allocate less of its income towards agent actions, as well as keep less money "stored in the bank" for Agent actions.
The resulting left over income is directed towards constructing buildings.
Naval spending has also been lowered, and the left over income from this reduction is redirected to be used on Land Army spending.
The AI will also keep more money "stored in the bank" for Land forces. -Marian Reforms for Roman Units stretched out and made more progressional.In vanilla, Legionaries, Vigiles, Veteran Legionaries, First Cohort, and Praetorians are all unlocked at the same time. There are now 3 separate techs that progressionally unlock new Roman Units.
One tech sooner than the Vanilla tech that unlocked Legionaries, you will unlock Legionaries, and Vigiles.
On the Vanilla tech that unlocked Legionaries, you will unlock Vet. Legionaries, First Cohort, Praetorians, and Legionary Cav.
One tech after the Vanilla tech that unlocked Legionaries, you will unlock the remaining upgraded units (Leg. Cohort, Eagle Cohort, Praetorian Guard, Legatus, etc.) This is a small adjustment, but it will hopefully make the process of progressing through the reforms a bit more incremental instead of all at once. -Removed Forced March and Double Time.The button remains, but all of its effects have been removed, so there is no longer any reason whatsoever for the player to use it, and the AI will never use it.
Say goodbye to pointlessly easy and endless ambush battles! -Increased Army and Navy Movement Ranges to correspond with the removal of Forced March and Double Time.In general, the increase in movement points is roughly 20%.
But an all Cav army will move further than an army with infantry in it, who will move further than an army with artillery in it. Navy movement ranges were increased by 35%, and Army Transports were increased by 15%. So dedicated Naval Forces will move much further than Transports. -Campaign Map Zoom Limits Increased.You can now zoom out much further, as well as zoom in a bit more. Should help you see the grand scope of your empire a little more clearly when its grown to a large size, and also allow you to see the detail of the characters on the map more clearly. -Attrition when besieging changed from 15% to 12% for defenders, from 10% to 5% for attackers.This leaves both sides with armies to actually fight with in an assault, while still giving both parties incentive to try and end the siege sooner rather than later. -Attrition from disease changed from 20% to 12%
-Attrition from desertion changed from 20% to 12%
-Changed all of the Season Effects to values that make more sense.People mad that it's Spring and indifferent to a dry scorching Summer? No more!
Dry summers improving agriculture and Temperate Springs decreasing agriculture? Not any more! -Replenishment Rates for damaged units reduced.Base percentage reduced to 4%.
All other stackable variables reduced by 2-3%.
Garrison Replenishment rates left the same, giving them a bit more weight as a result. -Army Cap based on Imperium changed to 2, 4, 6, 9, 11, 13, 15, 18This is hopefully a happy medium for the people that do and don't want these numbers changed.
I find that it keeps the early-game challenge while reducing end-game tedium. It also helps keep the small factions turn time contribution at the same level. -Increased Agent XP Requirement for Leveling Up by 25%.Part of the effort to reduce the sometimes OP state of Agents. Also pairs well with the increase in TPY. -Champions passive unit training XP bonus reduced 50%.
-Reduced Agent Action Success Percentages.The likelihood of a hostile action against you being successful will still increase as you increase the campaign difficulty, and
the likelihood of actions that you make against the AI being successful will still decrease as you increase the campaign difficulty.
So be cognizant of this when you choose your difficulty. -Increased Turns-To-Complete timer for all random missions by roughly a factor of 2.This is to accommodate the increased TPY provided by this mod. You should now have roughly twice as many turns to complete random missions generated during the campaign. -Introduced Recruitment Caps for the Best-of-the-Best Elite Units.Units with the very highest morale, very high attack and defense values, use of elite weapons, belonging to a faction with a large roster, high recruitment costs, high upkeep costs, exceptionally special individuals, etc etc; will now have a unit recruitment cap.
These units are special, you shouldn't have access to more than this, nor should you need it.
The benefits of this change obviously apply to the AI as well.
Unit Recruitment Cap List
-Chance for Field Battles at non-port minor settlements changed from 50% to 65%
-Minimum allowed unit strength before disbandment changed from 5% to 15%
-Adjusted Diplomacy Triggers for Diplomatic States like friendly, unfriendly, hostile, etc.Things were stretched out a bit and made a bit more progressional. Sudden jumps from "I love you!" to "Die in a fire!" should be less frequent now. -Tax rates effects smoothed and stretched out;Public Order penalties ordered Minimal to Extortionate changed from -1, -3, -5, -12, -20 to 0, -4, -7, -14, -21
Growth Rate effects ordered Minimal to Extortionate changed from 0, 0, 0, -1, -3 to 3, 1, 0, -1, -3 These changes will make the Extortionate tax rate, exactly that... Extortionate.
Not to be used unless you have a truly stable/repressed empire. On the flip side, cutting your citizens a break will further encourage growth in your regions. -Increased Public Order Bonus for Player across all Difficulties.A small addition of 2 across the board, to help normalize the increased public order penalties provided by the Tax Rate change.
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