StrategicRebalance

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Author: thewookie92

Last revision: 4 May, 2019 at 03:27 UTC

File size: 178.18 KB

On Steam Workshop

Description:

Adds in 6 new buildings, 1 governor policy and rebalances some of the costs (such as the infamous Fabricate a Claim cost).

Buildings:
Arena: +10% happiness to civilian and freeman, -5% happiness to slaves, -0.01% growth rate [Cost: 100 gold]
Supply Depot: +5 supplies to city (could help solve attrition issue for big armies) [Cost: 100 gold]
Fortress* : -0.25 unrest, + 1 fort level, + 1,000 men in garrison [Cost: 100 gold]
Training Ground*: +10% local manpower + 250 men in garrison [Cost: 100 gold]
Armory: +5% local recruit speed, +2.5% local manpower, +5% army recruit experience [Cost: 100 gold]
Tavern: -1 local unrest, -10% local population productivity [Cost: 100 gold]
Shipyard: +5% local ship start experience, -5% pirate spawn chance, +2.5% local manpower [Cost: 100]
Outpost: -20% barbarian spawn chance, +1% local defense, +1% hostile attrition [Cost: 50]

Governor Policy:
Bread and Circuses: -1.00 to province unrest, +0.05% to population growth, -50% to population output

Rebalances:
Tribesman move: 10 civic (was 20 civic)
Fabricate a Claim: 100 oratory, 50 military (was 200 oratory)
Enact Law: 100 oratory, 100 civic (was 250 oratory)
Start Migration: 50 oratory, 50 civic (was 100 oratory)

Coming Soon: Buildings to convert pops culture and religion, more governor policies, better building icons, etc. Let me know what else you think needs to be balanced! I will certainly rebalance combat once I have a better grasp on its mechanics.

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