Lennys Sengoku Autoresolve Rebalance

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Author: Lenny_Froggins

Last revision: 9 Aug, 2024 at 21:13 UTC

File size: 347.08 KB

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Description:

Does what it says on the tin!

Developed in conjunction with my Compatibility patch for Field Command Sengoku and Expanded Japan + Portugal. The screenshot shows one of those tests, but this file works for ALL Sengoku period mods.

GOAL OF THE MOD: Rebalance the Auto-resolver so that the Experience Progression of units roughly aligns with the average battle experience of a knowledgeable Total War gamer. So yes, Cavalry will get a bunch of kills in an AR battle you win, just like if you had ridden down fleeing troops.

*******It is NOT BALANCED FOR FOTS.******

Learned a lot playtesting this. Basically I dont think even the original developers even understood how this all works lmao. In the grand scheme of things, there is Coarse Tuning and Fine Tuning… In this case you have Coarse Tuning (unit stat numbers which dont work the same way in a battle as they do an auto-resolve), and Versus Tuning (units are balanced against each other in the auto-resolve).

Battles appear to be decided by the composition of the Army and the Unit Stats of the units more than anything else. The gross casualties stay basically the same unless I really neuter a whole class of units in the resolver logic. There is clearly some sort of "battle phase" calc (think CK3 combat) and the range of units is taken into account, but the level of the General has more to do with it than anything else.

The Auto-Resolve basically assigns the proportions of the gross casualties across the units as to who killed who. Each unit class is balanced against the other unit classes around the integer 1. So if I drop infantry_bow damage potential against all classes EXCEPT infantry_light, then a bunch more infantry_light will die in proportion to the Gross Casualties that are going to happen anyway.

FOR INSTANCE: One way to drop the Kills for a Ranged unit is to lower its Marksmanship. But that ruins the battle balance. Changing the auto-resolve balance file makes it so that the high Marksmanship still helps you win battles with whatever calculation is going on as to who actually *wins*, but the *kill allocation* changes.

So when the FCS+EJP Musketeers were getting 750 kills per unit, all that meant is the game wasnt assigning kills to other units, not that the Musketeers single handedly won the battle. Remember: auto-resolve is NOT fighting a battle. It is making a decision and then displaying numbers to the hooman.

The Devs didnt even fully balance this. There were missing entries that default to 1 when the rest of the potential is below 1. What. lmao. I could have fixed this in two days when this game was being written lol what the actual hell.

THE GOAL is to get a better proportion across all casualties so that it makes sense. And yes, ranged and Cav should top the kill list most of the time.

Lemme know what you think! Feedback is King!

If you like what I do and want to say thanks and incentivize me to do more (like balance a version for FOTS…which would involve hours and hours of testing various army compositions as I did for this mod): show up on my shores with some trade ships and big guns!

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If you have Total War: Pharaoh, I’ve started modding that too! You can check out my collection here:

https://steamcommunity.com/sharedfiles/filedetails/?id=3311428368