Part of Mikrokosmos project
Original topic here
As it's name implies, main feature of this mod is reworking of combat system. I changed various bonuses, so rock-paper-scissor is now better represented. You'll see archers destroying elephants, horse archers decimating heavy infantry, elephants destroying cavalry. I made militia a bit stronger; it's still way weaker then HI, yet in sufficent numbers may prove useful - if owner can pay for upkeep, of course. Heavy infantry is slightly weakened (had second best bonuses for small cost), yet still one of the most cost-effective units. Recruit time slightly lowered (45 days). Archers have more hitting power (better bonuses), yet they are also more fragile. Since most likely they will be deployed in second rank, only bonus will come into play - hence increase in cost (1->2$); nice addiiton to an army, but need to be used carefuly. Cavalry has now clear weak points (fear elephant, cavalry and horse archers have bonuses versus difrent units). All cavalry army is possible, yet it will require significant economic investment & careful picking of opponent units. Now both cavalry unit benefit from increased maneouverability (3), so they are excellent flanking units. Finally, I weakened elephants extraordinary defensive capabilities by making them vulnerable to some units; hence cost decrease (25->20$). Now they are special unit that can serve as battering ram through enemy heavy units - yet also something very vulnerable to light escorts.
DOWNLOAD LINK:
[KER] New Improved Military Mod
CHANGELOG:
1.0
-Tweaked various bonuses for units in their respective .txt files;
-Unit names changed to better 'fit' various cultures [localization\units.csv]
-Changed contruction costs and time for various units, to make up for changed combat capabilities; [defines.txt\military]
-Speed of units adjusted (doubled forland and tripled for naval units); [defines.txt\military]
-Barbarians numbers slightly adjusted (5% more cavalry, 5% less archers); [defines.txt\military]
-BUGFIX: Research rate fixed (2.5 Citizen_to_RP generation); [defines.txt\country]
-Battle damage quadrupled (battles are decisive now); [defines.txt\military]
-Organization doubled (faster morale recovery, battles are more frequent and replenishing forces is more difficult - helps to fight "ping pong" problem) [static_modifiers.txt\base_values]
-Overseas penalty for garrison growth deleted (so now occupied overseas garrisons replenish over time); [static_modifiers.txt\overseas]
Installation:
MOD FOR Europa Universalis: Rome, patch 1.1
Unpack this game in [Europa Universalis - Rome]\mod directory. Then launch game using game launcher and choose 'Improved Military Mod' instead of 'defult'; Enjoy
ATTENTION: this mod is developed as eventual part of other mods. If you're looking for something bigger, with altered bugs (except Research bug, which is tweaked in here) try Mikrokosmos instead (link at top). For those of you that already played it, new version is tweaked a bit...
Original topic here
As it's name implies, main feature of this mod is reworking of combat system. I changed various bonuses, so rock-paper-scissor is now better represented. You'll see archers destroying elephants, horse archers decimating heavy infantry, elephants destroying cavalry. I made militia a bit stronger; it's still way weaker then HI, yet in sufficent numbers may prove useful - if owner can pay for upkeep, of course. Heavy infantry is slightly weakened (had second best bonuses for small cost), yet still one of the most cost-effective units. Recruit time slightly lowered (45 days). Archers have more hitting power (better bonuses), yet they are also more fragile. Since most likely they will be deployed in second rank, only bonus will come into play - hence increase in cost (1->2$); nice addiiton to an army, but need to be used carefuly. Cavalry has now clear weak points (fear elephant, cavalry and horse archers have bonuses versus difrent units). All cavalry army is possible, yet it will require significant economic investment & careful picking of opponent units. Now both cavalry unit benefit from increased maneouverability (3), so they are excellent flanking units. Finally, I weakened elephants extraordinary defensive capabilities by making them vulnerable to some units; hence cost decrease (25->20$). Now they are special unit that can serve as battering ram through enemy heavy units - yet also something very vulnerable to light escorts.
DOWNLOAD LINK:
[KER] New Improved Military Mod
CHANGELOG:
1.0
-Tweaked various bonuses for units in their respective .txt files;
-Unit names changed to better 'fit' various cultures [localization\units.csv]
-Changed contruction costs and time for various units, to make up for changed combat capabilities; [defines.txt\military]
-Speed of units adjusted (doubled forland and tripled for naval units); [defines.txt\military]
-Barbarians numbers slightly adjusted (5% more cavalry, 5% less archers); [defines.txt\military]
-BUGFIX: Research rate fixed (2.5 Citizen_to_RP generation); [defines.txt\country]
-Battle damage quadrupled (battles are decisive now); [defines.txt\military]
-Organization doubled (faster morale recovery, battles are more frequent and replenishing forces is more difficult - helps to fight "ping pong" problem) [static_modifiers.txt\base_values]
-Overseas penalty for garrison growth deleted (so now occupied overseas garrisons replenish over time); [static_modifiers.txt\overseas]
Installation:
MOD FOR Europa Universalis: Rome, patch 1.1
Unpack this game in [Europa Universalis - Rome]\mod directory. Then launch game using game launcher and choose 'Improved Military Mod' instead of 'defult'; Enjoy
ATTENTION: this mod is developed as eventual part of other mods. If you're looking for something bigger, with altered bugs (except Research bug, which is tweaked in here) try Mikrokosmos instead (link at top). For those of you that already played it, new version is tweaked a bit...
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