• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Duuk

Reformed Badboy
23 Badges
Oct 16, 2001
6.137
1.403
  • Majesty 2
  • Europa Universalis III: Collection
  • Crusader Kings II: Holy Knight (pre-order)
  • Cities: Skylines
  • 500k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Rome Gold
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Majesty 2 Collection
  • Hearts of Iron Anthology
  • Europa Universalis III Complete
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III
  • Deus Vult
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
This is my personal balance review. The first (quick and dirty) version is some minor tweaks to adjust some caps and speeds that feel "off" to me. However, I've also spent the last several hours looking at a delimited file with piles of numbers that made my eyes bleed, so now I know what needs to be done to rebalance all of the weapons in-game to eliminate the "all torpedo, all the time" strategy.



This will (eventually) be a complete balance review of all aspects of the game.

Version Targets:

** First: Easy, global rebalances.
** Second: Weapon rebalance to differentiate weapon types (no more "all torpedo all the time")
** Third: Expand timeline techs to add level 6 weapons, armors, shields, and reactors.


Version 31.05.2016a
Energy Cap significantly increased (5000 at game start, technology increases significantly increased).
Ship build time scale much smoother (still 60 days for corvette, battleship adjusted to 180 from 480).
Spaceport modules now adjust ship build time by 50% (up from 25%).

Goal with the initial version:
Since doomstacks are the only intelligent way to play, and moving your doomstack out of port will bankrupt you in 5 minutes, I increased the energy caps to allow for wars that don't wreck your economy by the end of the 1st week of the war. In addition, by drastically reducing the build time for ships I hope to eliminate the "I lost 1 battle, time to quit the game" that happens when your doomstack loses. With 5-6 planets building at full speed, replacing a lost fleet in 2 years is very realistic, especially if you coordinate your modules.

Goal for the next version:
Rebalance weapons to make each weapon category fundamentally balanced against the others. Energy, Kinetic, and Missile weapon choice for your empire should be a style choice, not a min/max choice. Each category will have weapon paths for anti-shield, anti-armor, short and long range. Each category will have rapid-fire low-damage weapons and ultra-heavy, slow shooting weapons. You can safely assume I'll go blind with math.

Goal after that:
Work on adding Tier 6 (and possibly later) techs for buildings and ship components. For this one I'll probably need to sucker someone into helping with editing some icons. But I'll nuke that planet from orbit when I get here.

Good luck and please, please, please give feedback. (This is my first Steam Workshop mod.)
 
Last edited:
In an incremental version increase (likely published tomorrow):

Mineral silos removed, max mineral increases moved from spaceports to the mineral processing techs.