BeBear's Balance MOD v2.1 for VIC Revolution
BeBear's always the best!
Installation: copy and overwrite, for VIC Revolutions v1.0 or v1.1, to full utilizes this MOD you had to open a new game.
This MOD respect the concept of VIC Revolutions, but reduce the huge references of civ/unciv and technical, balancing many factors, and fix some bugs and unreasonable things.
Economic system:
- Reduce the huge efficiency deference for raw materials and the tech effects
Example: wool 3.75 grain 0.25 -> wool 1.6 grain 0.6
Example: tech effect for wool/coal total 300% -> total 100%-150%
- Slightly reduce the price deference between raw materials and lux goods
Example: agriculture goods 1.0 -> 1.6
Example: Lux goods 65 -> 60
- Slightly raise the cost of country maintain fee
Example: education/crime factor 0.25 -> 0.3
Military system:
- Change INF/CAV price rate in late age and fix some bugs
Example: each grade of INF +2/+4 -> +3/+6
Example: each grade of CAV +6/+12 -> +5/+8
- Change abilities for units to reduce the huge deference in late age and fix some bug, and irregular got a few tech upgrades
Example: all army fire +1 org +5 (seems Paradox didn't fully consider the no general penalty)
Example: irregular fire +1 reliable +1 speed +1, with +3 prices
Example: reduce ART about 20% ability with about 25% price reduction
Example: -8 shock attack but +2 fire/defense for barrel
Example: sligtly tweak some unreasonable army and navy maintain cost
----------------------
v2.1 Update:
Ecomonic: slightly tweak prices, and slight increase basic income of POPs
Military: slightly tweak upgrade prices, and increase power of early ships
BeBear's always the best!
Installation: copy and overwrite, for VIC Revolutions v1.0 or v1.1, to full utilizes this MOD you had to open a new game.
This MOD respect the concept of VIC Revolutions, but reduce the huge references of civ/unciv and technical, balancing many factors, and fix some bugs and unreasonable things.
Economic system:
- Reduce the huge efficiency deference for raw materials and the tech effects
Example: wool 3.75 grain 0.25 -> wool 1.6 grain 0.6
Example: tech effect for wool/coal total 300% -> total 100%-150%
- Slightly reduce the price deference between raw materials and lux goods
Example: agriculture goods 1.0 -> 1.6
Example: Lux goods 65 -> 60
- Slightly raise the cost of country maintain fee
Example: education/crime factor 0.25 -> 0.3
Military system:
- Change INF/CAV price rate in late age and fix some bugs
Example: each grade of INF +2/+4 -> +3/+6
Example: each grade of CAV +6/+12 -> +5/+8
- Change abilities for units to reduce the huge deference in late age and fix some bug, and irregular got a few tech upgrades
Example: all army fire +1 org +5 (seems Paradox didn't fully consider the no general penalty)
Example: irregular fire +1 reliable +1 speed +1, with +3 prices
Example: reduce ART about 20% ability with about 25% price reduction
Example: -8 shock attack but +2 fire/defense for barrel
Example: sligtly tweak some unreasonable army and navy maintain cost
----------------------
v2.1 Update:
Ecomonic: slightly tweak prices, and slight increase basic income of POPs
Military: slightly tweak upgrade prices, and increase power of early ships
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