Reborned Military

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Author: LoXyO

Last revision: 25 Sep, 2022 at 12:24 UTC (2)

File size: 150.53 KB

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Description:

Tired of untrained armies beating up a professional and well drilled army with ease ? Tired of cavalry not being that worth having mid-to-late game ? Well this mod tries to balance all of that without completly changing the game balance, as most of the changes are very light.

List of changes & Vanilla values :

• Cavalry Cost changed from 25 to 15 ducats
• Slightly Increased looting speed and supression for cavalry
• Improved cavalry speed from 0.7 to 1.0
• Cavalry now benefits from 15% breakthrough (When defeating a regiment with artillery behind it, you have a probability (equal to the corresponding define of your regiment) of pulling that artillery into the front row.)
• Infantry benefits from breakthrough aswell, but gets only 5%
#NOT IMPLEMENTED# Base flanking range increased from 2 to 3 for all cavalry units

Cavalry is largely abandonned by nations/players during the whole mid-tolate game, because of artillery and infantry geting stronger, cavalry is now stronger, but will remain a bit weak until the 18th century, where having cavalry will be a must to create holes and kill exposed artillery, as well as inflincting terrible shock damages, cavalry is now more usefull to chase and loot, and as a police force, cavalry is also more cost effective.

• 100% Drill fire & shock damage doubled
• Drill decay lowered from -1.5 to -1.25
• 100% Professionalism fire & shock damage doubled, siege ability improved from 20 to 50%, drill decay from -50% to
• 75%, added 0.25 military tactics, but also +40% land maintenance cost
• 0-50% Professionalism mercenary cost improved from -15% to -25%
• 40% Professionalism 10% defensiveness
• 60% Professionalism 10% reinforcement speed
• 80% Professionalism 10% Moral recovery rate, +1 free leader
• 100% Professionalism +2 free leaders

Professionalism should be extremely important, yet i believe the buffs in the vanilla game are relatively small, they’ve been largely improved, having a highly drilled and professional army will become very important to win your battles the more the game advances, each step was given some aditionnal bonuses. Growing your professionalism will also raise your land maintenance cost, to create a small balance between quantity and quality. In addition, drill decays slower, when an army is fully trained, it will stay so for some time.

• Rebels spawn with less artillery
• Reduced Siege phase from 30 days to 25 days (faster siege essentially)
• Garrisons will surender under 900 men, you can instantly retake a fort taken some days ago (because there’s little troops in it, giving purpose to refill garrison ability
• AI Won’t embrace revolution if they have more than 35 absolutism (more challenging late game)
• Reduced attrition at sea
• Rebalanced AI fleets to be more combat oriented (more Heavy ships and less transport)
• Small boost on chance of getting leader personality after a battle

A bunch of minor changes, affecting AI to make them a bigger challenge for the player. Sieges are faster and improved to make wars more combat oriented and less time doing nothing.

Compatibility :

Will work normally with most light mods, but some values can be overwrittin by mods changing, defines and static modifiers. Won’t work with Total Conversion mods.
Version is 1.34.*
Not Ironman compatible

New as of 1.34 :

• Technology chnages were removed, after some playthroughs i concluded that these changes were not that important and were extremely handicapping for the mod to work with major mods, removing these changes will improve compatibility with other mods
• The breaktrough modifier should now be applied to cavalry and infantry.
• Supply modifier from professionalism was removed as it wasn’t working as intended.
• Small defines rebalanced (See more in changelogs 25/09/22)

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Revisions:

Old revisions of this mod are available below. Click the link to download.