Extra Longer Battles Mod (revised)

If you liked this item, please rate it up on Steam Workshop page.

Author: Volcano

Last revision: 3 Sep, 2025 at 06:32 UTC

File size: 220.41 KB

On Steam Workshop

Description:

NOTE: This mod is the same as the "Longer Battle Mod", but now made to be extra longer in duration as another option.

This mod is intended to lengthen battles so that the large battles are not a frantic click-frenzy. This mod makes changes similar to my Longer Battle Mod created for Troy, Three Kingdoms, Rome 2, Attila and Shogun 2. It is save game compatible and also works with all expansions.

***The changes are intended to be minimal in nature. No unit values are adjusted – its all done through math by changing the combat rules.***

Tired of having your entire battle line routed before you have a chance to give orders to all your units? Tired of constantly jumping from unit to unit to give orders, making battles feel like they are an exercise to see how fast you can click the mouse? Don’t want a mod that changes much of the original game? Then this mod is for you!

Note that this mod has been carefully adjusted so that battles are longer, making them about 3x to 4x longer.

👉 If you want only slightly longer battles than the standard game then see my "Longer Battle Mod" here (where battles last about half as long as this mod):
https://steamcommunity.com/sharedfiles/filedetails/?id=2789957828

(This mod is NOT intended that battles remain exactly 1:1 identical in every way in regards to "balance" (how could it be identical?), however any shift in balance should be acceptable, for what you get out of this mod. But if you are someone who worries about the exact "balance" of every single unit, and worry about range DPS versus melee DPS in comparison to how it interacts with each other in longer melee battles, then this mod is likely not for you. Yes magic units are more powerful since they can kill lots of melee units, but that just means magic wielding leaders are more important than they were before (you could argue that melee leaders were more powerful before).
Ask yourself: who says that the stock version of the game is balanced for the best in the first place? What if I told you it wasn’t? –if it was perfectly balanced then your armies wouldn’t be getting overrun in the blink of an eye, and you wouldn’t be reading this in the first place, right?)

This mod…
✅Is save game compatible
✅Is compatible with all future DLC
✅Works in multiplayer campaigns (as long as your friends also have it activated)
✅Should work with practically any other mod; for siege overhaul mods just put this mod above it in load order (so that the siege overhaul mod overrides the small changes to gate health here)
✅Can be turned off and on whenever you want

Unique changes:

-Base "to hit" percentages have been adjusted to lengthen battles significantly, to give you more time to react to the action and revel in the carnage. Additionally, increased the base melee attack interval by 1.5x. These changes increase battle length by 300%, average, and as much as 400%, depending on the variables and the situation.

-Carefully adjusted fatigue levels and thresholds to create a little more realistic situation and to reward the side that intelligently keeps and uses a reserve force. Also, missile units have a slightly lower rate of fire the more fatigued the missile unit becomes.

-Shields are slightly more effective at blocking missiles (when facing forward).

-Adjusted the Lighting Strike skill’s reinforcement time to take a little longer (to accommodate for the longer battles).

-Adjusted Battle AI priorities so that they are more likely to flank if given the opportunity, and less likely to "blob up", which helps make battles more fluid (which helps with the longer battles).

-Reduced the Winds of Magic recharge rate in battles (for you and the AI), to account for longer battles (magic recharges at 40% the original rate). This helps mages from being able to blast apart the other armies so easily while both armies fight their longer melee combat. Also, on a general level, this is a very important change because the standard recharge rate was such that you could charge up all your pool of magic from the reserve in as little as 13 and a half minutes (as long as you had no negative penalties applied). This made the Items, Skills and Abilities that increased your recharge rate, nearly completely pointless (such as Arcane Surge, Locus of Conjuration, or the item Forbidden Rod).

-Gate strength increased by 3x, to account for longer battles and to make battering rams actually useful.

Also consider trying my Less AI Cheating (campaign) Mod here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2789971041

…and if you think Ranged Units are now too effective, try my Realistic Accuracy Mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2961245143