Military Rebalance 1.0
Warning! Playing is recomended with Xorme AI mod so AI wont be overhelmed with player menagment of army
Game becomes really challenging while using both of those mods!
The issues the mod is trying to fix:
>Endless manpower spam in lategame
>Mercenaries being and additon in early game not core
>War exhaustion being *click button to fix nation from 20 years long war mechanic*
>Countries that are occupied in half ( like european russia ) can still fight back even tho their nation is in ruin
>Mercenaries being too good lategame compared to professional army, giving infinite manpower
>Professinalism being flavorless mechanic where u just recruit generals to make army "better"
>Drill giving very little bonuses for the cost vanishing after 1-2 battles
>Regenerating whole army in 10 years just after losing it fully
>Why do you only have 4 generals and 50 armies lategame
Things done to achive goals:
>base manpower from development 250=>150
>base manpower 10k=>5k for duchy/10k for kingdom or empire below 1k dev/20% bonus and 10% recovery for empire
>base manpower for HRE princes 0=>1k
>minimal montly manpower 100=>0
>Base force limit 6=>10 ( recompesation for less reserve, mod is making u have issues with manpower regen, not smaller army)
>Subject forcelimit -3=>-5
>Subject manpower 0=>-2k
>cost to reduce war exh 50=>250
>Making driling way more powerfull and decay with -70% on full army professioalism (around 6-7 battles, great adventage)(Prussia can get with mission to -85% and some special units to -95%)
>Manpower manufactory bonus adjusted to base manpower with event ( from 750 to 450 )
>War exhaustion giving debuff for manpower
>Removed option to convert professionalism to manpower
>Army cost is way higher with bigger professionalism to make army size economy/manpower related not magic forcelimit number, same with manpower
New mechanics:
>Getting over 15 war exh makes u get 0 manpower, preventing endless wars with infinite manpower spam
>Recructing mercenaries or generals no longer affect ur professionalism
>Power of mercenaries is age depended, powerfull in discovery and reformation, getting weak in absolutism and useless in revolutions
>Building supply depot, recovering manpower from disbanding army, or refiling garnison is always possible
>Complete rework of professionalism, that you get slowly over time and reach best performances in age of revolutions
Observed side effects:
>Hre Emperor is way more powerfull position
>Diplomacy is way more important as small nations can contain large amounts of armies
>Vassal spam nations having stronger early game ( france, moscow, burgundy ) vanising after vassals lost their manpower and armies
Mod have been tested over 7 campaings before release ( including single and multi ) im pretty happy with the results but feedback is welcome