Pipi’s Men-at-Arms Balance

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Author: Prof. Pipilongcocking

Last revision: 25 Jun, 2023 at 03:13 UTC (3)

File size: 210.94 KB

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Description:

Pipi’s Men-at-Arms Balance Patch v2.5

Why don’t camels counter archers?
Why do all of my neighbours’ cultures have better regiments than mine?
Why are Monaspa so bad?

This mod fixes all that and more!

A lot of culture specific units seem to have inconsistent terrain modifiers, stat values or counters compared to those of other cultures. This mod adjusts most combat values in the game with a very minimalist approach, the whole point of the mod is to better balance the vanilla men-at-arms regiments while being as compatible as possible with other mods.

Brief Overview
– Cultural Skirmisher variants more viable in army compositions now
– Heavy Infantry and Archers cost slightly more to be less oppressive in mid game
– All units in game get more terrain modifiers in combat
– Few counter interaction changes
– No mechanical changes to combat for mod compatibility
– Buildings untouched for mod compatibility

To see the entire balance patch, along with the reasons behind the changes, please open the link below.
https://docs.google.com/spreadsheets/d/1iH7sOzOmV-G9Ejg7c1t6enQjO6lehpWMXrtH1miBj3M/edit?usp=sharing

Feel free to leave a comment if you think I should adjust something, no promises though.

This mod should be compatible with anything that doesn’t change how Men-at-Arms work.
The only files I’ve altered are inside the "common/men_at_arms_types" folder.

Check out my new balance patch for "The Arquebus" By Xander
https://steamcommunity.com/sharedfiles/filedetails?id=2889907812

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.