Longer Land Battles Mod
This mod is intended to lengthen battles so that they don’t end after 5 or 10 minutes, unless its due to an army routing. This mod makes changes similar to my Longer Battle Mod created for Rome 2. It is save game compatible and also works with RotS and FotS expansions.
Specifically, the creation of this mod was based on my own multiplayer campaign experience where we felt that we were not fully satisfied by the battle time for our own personal tastes, so we tweaked what we wanted to make it "feel right" (a middle of the road between "realism" and "practical").
***The changes are intended to be minimalistic in nature. No unit values are adjusted!***
Unique changes:
-Base "to hit" calculations have been reduced over the standard version of the game.
-Base armor penetration divisors have increased (making it a little more difficult to penetrate armor).
-Reduced fatigue recovery by 1/2 (idle, idle-rain, idle-snow). The problem with the original values is that it only takes a matter of minutes to recover full fatigue from exhaustion to fresh, where as in reality it should take at least twice as long in order to better stress and reward intelligent use of reserves.
-Increased fatigue accumulation by 2x for charging, climbing, combat, running (both man and horse), but not for light cavalry. This was done because fatigue accumulation does not happen fast enough from these activities, especially from running. In the standard game, you can essentially run halfway across the map before dropping one level in fatigue to "active". This change encourages approach marches (which gives more time to skirmish) as opposed to one side running completely up to the other and engaging.
-Greatly increased the accuracy penalty for fog, rain and snow conditions.
-Increased the army’s base morale level. Keep in mind that armies already had higher morale when defending castles, so they are more likely to fight to the death now. Also, samurai are more likely to stand and fight (as was historical).
-Adjusted various aspects of siege warfare to make the castles more formidable and less of a death trap for the defender.
1. "Last stand" (defending units that are fighting to the death) will fight harder.
2. Bowman on walls are more accurate, reload slightly faster (arrows being placed along walls for easy access), and have longer range (due to elevation).
3. The time to climb walls has been increased.
4. When climbing the walls, Ashigaru have a higher chance of falling to their death. It may seem like the probability is too high, but it is a good balancing factor to create a realistic dilemma: either be risky and easily open a new and wide front at the expense of losing a lot of casualties, or be safe and funnel through the choke points (gates). [Note that as the attacker you should to avoid scaling those sides of the castle that have huge walls, and also note that the AI may do stupid things when attacking (ie. they may send every unit up the walls, depending on the situation). That said, Samurai still have the same much lower chance of falling from the walls because they are more skilled.]
-Adjusted battlefield terrain movement modifiers to be a more substantial penalty for restricted terrain (such as forests, dense scrub, mud, and shallow water) and more benificial for roads and wooden floors (bridges and some castles).
Revisions:
Old revisions of this mod are available below. Click the link to download.