Cost-Based Army Caps – SFO
This mod is a patched version of Jadawin’s Cost-Based Army Caps for SFO units and values.
F.A.Q
How does it work / What does it do?
It makes armies soft capped like Custom Battles, using their Custom Battles cost. Forcing both Players and AIs to use cheap fodder if they want elites units. It is not a hard cap, you can go over the limit, but if an army is above the cap, it will be penalized next turn. Lords/Heroes also become more expensive based on their mount choice.
The army cap is:
17,000 base, 22,000 for AIs.
For every 5 lord levels, its army gain an extra 500 capacity.
2 hero per army.
This is all tweakable with the Mod Configuration Tool Reborn.
-Wasn’t there a cap related to buildings?
Yes, but it was annoying to manage so I’ve removed it.
-Do I need all of these required mods?
You do not need any, however:
You probably need ‘SFO: Grimhammer II’, else you’ll have wrong values.
If you want to change the caps and settings, you need ‘Mod Configuration Tool: Reborn’.
‘SFO Supply Line Removal’ if you do not want doubled supply line penalty if you’ve enabled it.
-What’s that about Supply Lines?
With the Mod Configuration Tool, you can enable Cost-Based Supply Lines.
Under this system, armies are counted for the Supply Line based on the how close they are to their cap, rounded to the higher 25%, instead of being a flat increase per army. The first "full army" do not count toward the cap. If you have an army at 20k/20k cap, another one at 5k/20k and another one at 10k/20k of their caps, then you will have 25%+50%=75% of 1 level of the SFO supply line penalty. This system is new and I need feedback on this, do tell if the penalty should be higher to make up for being easier on partial army.
Do use the SFO Supply Line Removal submod to remove the regular supply line or else you’ll have both.
-What about SFO’s two caps options?
This system can be used with any of the options, so use any you want but they might be redundant. So why use it if SFO already cap units? I use a lot of units mods and most of those aren’t capped. This mod cap will cap them even if the mods aren’t supported and it offer a different approach to SFO special/rare point army cap.
-Can it be added mid-game?
Yes but not removed.
-What does this mod change compared to the original?
It changes the cost to SFO’s, changes the values of the army penalty from 200% extra upkeep to 100% + 25% attrition.
-Will you add add support for mod X?
If it is properly patched for SFO and updated, perhaps. But note that the mod will still work without this, just the "post recruitment prediction" and the cost on the unit card won’t show for these units. Mods that I use are patched, you can send me the file required to patch it following the instructions found in the discussion post of this mod.
Here’s a list of supported unit mods. Lords/Heroes are compatible by default and are not included and regular unsupported unit will still be capped.
-This unit cost too much/little points for balance.
I do not balance, I only update the names/tooltips. Ask the unit’s author or whoever patched it for SFO.
-This unit cost in its name is wrong / is not shown during recruitment.
At the time of writing this, there is over 3000 units patched by this mod. Mistakes happen but I cannot possibly track every single one of the patched mods to see if they changed one unit’s cost. Tell me which unit from what mod now cost how much and I’ll fix those, else I’ll fix them when I notice it. The cap system will still work properly even if the units’ name/recruitment prediction have the wrong cost.
-Lords / Heroes do not have cost on their cards.
No they don’t, and most likely won’t. Their custom name mess with it. You can see their cost in the army’s tooltip.
Required items:
Click the title to search on this site.
SFO: Grimhammer II — Steam Workshop
Cost-Based Army Caps - SFO Supply Line Removal — Steam Workshop
Mod Configuration Tool || The Vandy Library — Steam Workshop