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unmerged(51416)

Dominus et Deuculus
Dec 6, 2005
1.131
0
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...
 
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Actually, I'd prefer to put old 'Improved Military' into 'no longer in developments', but for this mod created new mod category - 'MOD COMPONENT'. I don't treat this mod as an entity on it's own, rather something that fixes small part of the game, and is intended for other modders to use. That's why I put so extensive documentation in here.

As stated in my Mikrokosmos topic thread, I intend to make some such small mods that could be use by community in later work and be easily modded in.
 
Since you want the other thread closed, I'll post here instead. You say Calvary should fear elephants. I'm assuming the units are 'something like those represented in EB for RTW' where calvary may have a lance, or just a sword, or else be missle calvary, which is represented as a different unit. So assuming this is just lance calvary, why would horses be fearing elephants? I could understand making them practically ineffective facing elephants, and that it would be best for a horse nation to attack with HA only, but to make calvary very weak against elephants doesn't make much sense to me.

I wish I could test your mod, but my pc is dead.
 
@ orwell
Horses not used to smell of elephants (or camels for that part) tended to get scared. Thus it was often hard to attack elephants up close with lances, hand weapons and throwing spears.

Horses archers on the other hand stay on a distance and their horses wouldn't suffer as much from the problem with the elephants' scent.
 
Inkompetent: You make a good point, but, would that perhaps still not be better to lower efficiency against elephants, than to attack them? Can you change rout variables for unit types, and thus make them more likely to rout if elephants are present in the battle? I think this would be a better way to represent combat, than have the elephant literally just trample them to death, they'd likely run away. Even though I don't have a PC to game on, I wonder if I could install EU:R on here just to try modding with.
 
I assume that 'cavalry' is medium/heavy shock cavalry, hence it's unable to engage elephants - often that's why it's placed on wings. But when it has to (because for example it protects allied infantry flank) it can't do this efficently.
If you want to engage them from distance, use missile cavalry. I assume that horse archers are simply missile cavalry, since some countries didn't use HA (Carthage comes to mind - I modded their HA's name into 'Numidian Cavalry')

Another thing is that this rule helps balance things out, as I still try to make each unit fragile against some units.

Last thing, no. It's not possible to mod morale vs other unit. We can only change unit global morale (via techs)
 
A few comments or questions:

- Speeding up movement within civs makes sense. However I am not sure that movement should speed up in uncivilised areas as well. I wonder if making movement_cost depend on civ value will help. There is a range of about 80 points of civ value between a barbarous area and capital city. Maybe each Civ Value should reduce movement cost by 0.6% and the global move speed should be reduced slightly? This would, of course, only apply for land units. It would also mean Roads would have to be modified and ould probably be useless for troop movement, which would be odd.

- what's the reasoning behind changing the proportions of barbarians?

- Do you think the mod will still be effective without the big increase to battle damage? I am not really of the view that ping-ponging needs such a drastic solution, which will really impact on manpower - I also think that, on the whole, casualty rates are not bad at the moment. So if I adopted the changes to unit values and organisation but not battle damage, woudl anything go wrong?
 
Speeding up movement alongside civlevel is excellent idea, but it's not something we can mod ATM. The problem is that all we have is defines.txt data, and we can change only hard values there, not add modifiers. I still think that movement is too slow (yesterday I tried to fight Caesar's Civil War and the pace I achieved was nothing close to his).

As for changing proportions for barbarians, I simply try to reflect their diffrent 'doctrine' of combat. In vanilla they have 20% of archers, which for me is a bit too much, especially since I strenghtened them. I want them to have big 'first strike' capability (hence increased numbers and potential flanking bonuses) but weaker centre, that can break easily. an effect we have is Vercealle like - our HI breaks the centre while our flanks desperately hold on against superior flanking cavalry

I tried to revert numbers of archers and cavalry, but then barbarians proved too strong. Also I read a bit about inf-to-cav ratio in barbarian armies, and 20% would be too much.

The mod should still be effective without increase to damage. However, better stick to changed cost and time of units, as I tweaked balance a bit.
 
Keraunos said:
Speeding up movement alongside civlevel is excellent idea, but it's not something we can mod ATM. The problem is that all we have is defines.txt data, and we can change only hard values there, not add modifiers. I still think that movement is too slow (yesterday I tried to fight Caesar's Civil War and the pace I achieved was nothing close to his).

As for changing proportions for barbarians, I simply try to reflect their diffrent 'doctrine' of combat. In vanilla they have 20% of archers, which for me is a bit too much, especially since I strenghtened them. I want them to have big 'first strike' capability (hence increased numbers and potential flanking bonuses) but weaker centre, that can break easily. an effect we have is Vercealle like - our HI breaks the centre while our flanks desperately hold on against superior flanking cavalry

I tried to revert numbers of archers and cavalry, but then barbarians proved too strong. Also I read a bit about inf-to-cav ratio in barbarian armies, and 20% would be too much.

The mod should still be effective without increase to damage. However, better stick to changed cost and time of units, as I tweaked balance a bit.

OK. I will give this a go without the damage increase in the next SPQR dev-issue.

NB So far as my classical knowledge extends, I think it is quite inappropriate for the first half of the game for Roman infantry to be called 'legionaries'... they were principes or hastati until the Marian reforms at least!

It should be possible to mod movement speeds province-by-province: there is a modifier applied by the roads building, this should also be applicable to civ-value, though I am not sure that doing this will be at all balanced.
 
Hmm, that's an idea I consider great :) I didn't think about roads at all..

As for names, I had to make some concessions, since game engine allows us to give only one name. I tried the name to be as representative as possible. And although we name pre-marian Heavy Infantry as Hastati, Principes and Triarii, in common language they are called legionaries.

I have bigger problem with Egypt and Numidia belonging to the same culture group. I decided to go with former, and now Numidians have greek unit names..
 
The civ-values affecting movement doesn't work, at least not the way I thought.

this might be because civ-values are given to too many decimals for the movment_cost modifier to accept, or perhaps that modifier is limited to buildings.

It is probably still possible to give a set of triggered modifiers for movement cost, perhaps I will experiment with this at some stage.