Crun’s Sane Construction
Construction Overhaul
- Construction now requires the Materials Trade Good to produce, which can be traded and taxed much like any other good and which is also consumed by all buildings as upkeep.
- Construction Sectors now scale with State Urbanization instead of needing to be built and have a PM to upscale/downscale their workforce at the expense of increased mortality (and Materials demand).
- Materials are produced by Urban Centers (from varying input goods based on their construction method PM – Wooden, Iron-Frame, Steel-Frame, Arc-Welded), as well as by Subsistence buildings (at a flat rate per worker).
- Building Construction costs were rebalanced and overall increased.
Military Changes
- Combat Width
Infrastructure Scaling : 50% -> 500% (with diminishing returns)
Quality compensation factor : Removed. (was up to +100/200% for attacker/defender)
Technology : Added. +10% per Military PM-unlocking technology (+150% with all)
Randomness : 33-100% -> 50-100% (attacker), 50-100% -> 75-100% (defender) - Combat Mechanics
Adjustments to combat lethality and morale loss, battle progress rate and progress loss on battle start to allow for quicker and more dynamic wars. - War Support
War Exhaustion and its sources have been adjusted and War Support now goes from 100 to 0, rather than from 100 to -100. A nation still cannot be force capitulated unless its war goals are occupied – except for civil wars, where the side that reaches 0 War Support first is now annexed by the other. - Warfare AI
The AI is much more willing to engage in negotiated peace offers against players and other AI nations both, and its mobilization priorities and tactical choices have been adjusted, leading to far fewer forever-wars and cripplefights between peer nations.
Other Changes
- A plethora of AI tweaks to make it better at the economy, war and politics.
- Wage and taxation level effects have been adjusted. You can no longer sit at minimal military and government wages outside of war without dire consequences, and taxation levels now also affect loyalist growth from SoL changes.
- Many laws, especially military-related ones, have been adjusted to make them more competitive with one another.
- Lots of unlisted minor changes, tweaks and fixes.
Reasoning
- Construction
The vanilla implementation of Construction Sectors not only makes gameplay a chore where the optimal gameplay loop consists of spamming them and minimizing their input good costs all game long while largely ignoring everything else in comparison, but it also creates unnecessary AI issues. The changes aim to fix this and make gameplay more engaging while adding meaningful choices without removing any. - Military
Under the vanilla combat system, having more troops assigned to a front is actively detrimential as long as you can fill the tiny combat widths. Since 50 quality regiments beat up 3000 while costing nothing and accruing practically no attrition in comparison, the vanilla game disincentivizes having an army that is anything but small, an issue which is compounded by the fact that due to vanilla combat width related mechanics, reinforcements actively hurt your combat effectiveness. On top of this all lies the extreme randomness of combat, overall resulting in a system that is both extremely exploitable and hardly realistic or understandable for the average player.The changes aim to fix the most glaring issues. In practice, battle sizes are between 700% (on the low end) and 250% (on the high end) of vanilla and further increased by technology, while being quicker to resolve and carrying a certain snowball effect, so while you can still be fine without as many troops as your enemy so long as you fill the (now far greater) combat width, if you don’t have sufficient reserves and happen to lose a battle, chances are your army will stumble into the next one still demoralized, spiraling more and more into a total rout across a front.
