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Aregorn

HSR Lead Scripter
34 Badges
Jan 6, 2003
620
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stonyroad.dyndns.org
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Stony challenging mod for Rome gold edition that had been updated with patch 2.32 ready for download in the Stony Forum (link on signature at the bottom).


Overall changelog for RSR 1.04 for RTW 2.32:

Further balanced the game correcting again the main variables and giving more power to barbarians as it should be.

Military

- Increased cost of armies beyond the capacity limit
- Increased building time for overseas units
- Increased city garrison size for better city defense
- Reduced assult dice modifier
- Decreased max manpower
- Decreased mercenaries maintenance cost
- Decreased militia building time
- Increased monthly reinforcements
- Increased damage reduction for land and naval units given by experience
- Slightly increased damage from Archers
- Increased combat bonus for Loyal units
- Decreased maintenence cost of loyal units (to balance the possible player choice of increasing army maintenance costs)
- Increased non costal provinces attrition
- Increased attrition relative to mild, hard or severe winter
- Increased movement speed relative to mild, hard or severe winter
- Decreased supply limit relative to mild, hard or severe winter
- Increased attrition for out of supply units
- Gave overall combat bonus when defending in home country
- Further decreased moral penalty of underpaid units
- Increased speed at sea
- Increased Elephants combat value against cavalry


Gameplay
- Decreased maintenence cost for Army reform decision (to balance the possible player choice of increasing army maintenance costs)
- Included additional player difficulty options given via in game event:
1. significantly increasing units maintenance
2. significantly decreasing manpower growth
3. significantly decreasing tax income
4. significantly increasing revolt risk
5. counterbalancing with slightly increased omen chances and additional starting gold.
- Increased bonuses for the ai according to the difficulty level chosen by the player
- Increased revolty risk given by instability
- Increased revolty risk given by nationalism
- Increased revolty risk given by war exhaustion
- Increased revolty risk given by rulers unpopularity
- Significantly increased Barbarian power and growth also making there armies more balanced and dangerous


Government
- significantly increased bonuses given by the different governments to make them more interesting and give an additional incentive for respecting Government type optional ideas.
- Changed senate thresholds for actions and popularity
- Increased bonuses given by some ideas to make them more balanced
- Increased trade bonus given by mercantil ruler
- Increased omen chance bonus given by religious ruler
- Increased revolt risk given by populist ruler
- Corruption now gives tax penalties


Characters

- Now not only charisma but also finesse, and martial values (although in a lesser extend) will affect popularity.
- significantly increased effects for every single completed ambition giving all of them not only related attribute bonus points but also better balanced conviction faction points always rewarding
as well the Ruler faction giving the title. This will make titles, governorships and magistrate positions not only a character shaping tool but a very important political commodity.
- Increased ruler popularity penalty given by war exhaustion
- Increased ruler popularity penalty given by war tyranny
- Increased loyalty bonus given by rulers popularity (on the other hand negative popularity will give increasing loyalty penalty making popularity a more important factor)
- Titles now also give increasing loyalty effects and respective faction conviction (related faction title + ruler faction) even when not fulfilling an ambition again making titles much more important
- Slightly increased the number of titles to be given
- Now ex army magistrates and ex navy magistrates will also be able to command armies or fleets respectively.
- Increased effects of several traits (for instance brave, victorious and conqueror adds 1 martial to the character. Coward substracts 2 martial on the contrary)
- Slightly decreased loyalty penalty for loyal cohorts
- Added new title for republics depending on faction majority
- Fixed the problem of early character ambitions that can not be fulfilled by the player because the character is below 18 years old.


Omens
- Increased effects of some Omens to make them more interesting

Economy
- decreased overseas tax income

Missions
- modified mission triggers and rewards significantly increasing the penalties for failed missions

Events
- changed and gave some more options to several events
- Various increased difficulty events
- Probable historical bonuses to Dacians depending on ruler

Technology
- Reduced the time to achieve all areas first tech level to compensate rapid initial empire expansion. In this way even when annexing territories the first level techs
are available in a more reasonable time span and buildings can be build earlier in the game.
 
I use the hardest difficulty from the EUR option menu (this helps the ai mainly) with Imperator as add on option given via event at the start (which gives you more realistic penalties to you but also some correct bonuses). Anyhow you have plenty of combinations to chose from. Can tell you that this difficulty combo I use for my self makes it hard enough to give you a challenge and you need to have some good management not to run out of gold (no more building millions of legions which is not realistic) and waging wars will now affect your manpower (as it should be also making more historically useful mercenaries), so now fish for instance is a very valuable resource to be traded always for your important manpower giving provinces. What I like the most apart from a more realistic challenge was to pimp up the characters with traits and titles which for me was one of the best ideas given by EU Rome.