Campaign Balancing Grand Campaign Balancing Changes Below is a list of balancing changes made to the Attila Grand Campaign:
- Reduced the chance of non-Hunnic factions razing settlements.
- Most Roman units now take 1 turn to recruit instead of two.
- Reduced Sassanid income bonus from Puppet States from 200% to 100%.
- Reduced base income for non-playable factions from 4000 a turn to 3000 a turn.
- Changed corruption formula so it is much more of a curve with less severe jumps, and now caps off at 60%.
- Reduced settlement and army zones-of-control.
- Fixed public order effects from food.
These changes have had a big cumulative effect on the balance of the campaign. With less razing by AI factions, more regions are owned and contested over the course of a campaign, and less razing also means less migration and public order problems so the Roman Empires survive for longer, though their lands are still fought over. The Roman Empires are further strengthened by the changes to their unit recruitment times.
In the East the reduction of the money the Sassanids are getting from their puppets, the reduction in the income of non-playable factions (which means a double hit in the money the Sassanids are making), and the introduction of the White Huns means the balance is completely different now. Faced with a threat from the East, a strong Eastern Roman Empire to the West, and with less cash, the Sassanids are no longer the completely dominant force they were.
The changes to corruption makes expanding your empire more rewarding, and also has an impact on the Western Roman Empire at the start of the campaign, as they have less corruption throughout their provinces and more income to use to be stronger.
Changing the zone of control size for armies and settlements frees up some more room for manoeuvre on the campaign map.
Public order effects from food weren’t properly working before, so more attention must be paid to the impact of food shortages on public order in your provinces.
Battle Balancing There are also some changes to the balancing of battles that apply across all campaigns:
- Increased the reload time of arrow towers so they fire less often.
- Reduced collision damage multiplier.
- Adjusted the flanking and outnumbered penalties in melee combat.
The change to arrow towers means lone units can more reliably capture and destroy arrow towers on their own, and more emphasis is placed on the defending force’s strength.
Reducing the collision damage multiplier has a big impact on cavalry, making their charge bonus and other stats more important in combat which helps balance combat.
Tweaking the outnumbered and flanking factors in melee combat helps balance out some areas of combat, and certainly helps with some of the balancing aims we had for Age of Charlemagne.
Known issues- Western European Christian nation voiceover occasionally refers to Rome when referencing themselves/their enemies.
- Onscreen keyboard for Steam controller is not functional on SteamOS.