Finally updated and overhauled Improved Battles, now includes Sieges and additional changes, let me know what you think! (One day I'll do a big mod post when all my mods are done, one day...)
https://steamcommunity.com/sharedfiles/filedetails/?id=1917143832
Description:
In ancient history wars were more often than not decided through great, decisive battles. Not by occupying every inch of the opponent's territory. Most cities and forts did not have impressive stone walls and sieges did not usually last years, when siege weaponry were built, and breaches in the walls made, an assault was often a successful strategy. None of these ideas are well represented in the game and the intention of this mod is to correct that.
Feature Overview
- Maximum warscore from battles and the warscore from individual battles has been increased.
- Base morale damage in battles has been decreased for longer, bloodier battles with more possibilities to reinforce, creating larger more decisive battles.
- War exhaustion gained from all sources have been increased and you will also gain reduced manpower recovery from war exhaustion, but it will no longer affect happiness of non-integrated cultures. There is also a small decay now, so the more WE you have the faster it will reduce.
- Being in an offensive war gives you -10% manpower recovery, being at peace gives you +10% manpower recovery. To encourage periods of peace between wars.
- War enthusiasm from holding capital, war goal, direction, desperation and war exhaustion is more impactful while war balance is less impactful (large empires will no longer be impossible to peace despite clearly winning the war as a minor nation).
- Assaulting upon a breach is much more viable, you will still take huge losses from assaulting without a breach, but it should no longer stackwipe you.
- Sieging forts is smoother, with increased siege accumulation, max breaches and garrison attrition from siege events.
- Casus Belli are overhauled. Declaring war with no CB is now viable (just like in ancient history), it no longer costs stability but a little more Aggressive Expansion and War Exhaustion as well as 10 Political Influence. No CB wars will have a 2.5 multiplier on warscore cost, great for small landgrabs.
Fabricating a claim has its cost increased to 30 Political Influence and 2 Aggressive expansion, but it will only have a 0.6 multiplier on warscore cost (down from 0.75), much more effective for big landgrabs and will hopefully make the endgame less of a tedious slog. Looking for feedback on this.
- Smaller nations are now more willing to be vassalized diplomatically. Base offsets are reduced by 20 and your current strength will have more impact. You can now integrate tribal vassals.
Would love to hear your feedback!
P.S. Improved Buildings has also been updated to 1.5!
-Dragonpants
https://steamcommunity.com/sharedfiles/filedetails/?id=1917143832
Description:
In ancient history wars were more often than not decided through great, decisive battles. Not by occupying every inch of the opponent's territory. Most cities and forts did not have impressive stone walls and sieges did not usually last years, when siege weaponry were built, and breaches in the walls made, an assault was often a successful strategy. None of these ideas are well represented in the game and the intention of this mod is to correct that.
Feature Overview
- Maximum warscore from battles and the warscore from individual battles has been increased.
- Base morale damage in battles has been decreased for longer, bloodier battles with more possibilities to reinforce, creating larger more decisive battles.
- War exhaustion gained from all sources have been increased and you will also gain reduced manpower recovery from war exhaustion, but it will no longer affect happiness of non-integrated cultures. There is also a small decay now, so the more WE you have the faster it will reduce.
- Being in an offensive war gives you -10% manpower recovery, being at peace gives you +10% manpower recovery. To encourage periods of peace between wars.
- War enthusiasm from holding capital, war goal, direction, desperation and war exhaustion is more impactful while war balance is less impactful (large empires will no longer be impossible to peace despite clearly winning the war as a minor nation).
- Assaulting upon a breach is much more viable, you will still take huge losses from assaulting without a breach, but it should no longer stackwipe you.
- Sieging forts is smoother, with increased siege accumulation, max breaches and garrison attrition from siege events.
- Casus Belli are overhauled. Declaring war with no CB is now viable (just like in ancient history), it no longer costs stability but a little more Aggressive Expansion and War Exhaustion as well as 10 Political Influence. No CB wars will have a 2.5 multiplier on warscore cost, great for small landgrabs.
Fabricating a claim has its cost increased to 30 Political Influence and 2 Aggressive expansion, but it will only have a 0.6 multiplier on warscore cost (down from 0.75), much more effective for big landgrabs and will hopefully make the endgame less of a tedious slog. Looking for feedback on this.
- Smaller nations are now more willing to be vassalized diplomatically. Base offsets are reduced by 20 and your current strength will have more impact. You can now integrate tribal vassals.
Would love to hear your feedback!
P.S. Improved Buildings has also been updated to 1.5!
-Dragonpants
Last edited:
- 3