Chain Routs and Morale Tweaks

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Author: Deeyourelf

Last revision: 21 Sep, 2022 at 08:45 UTC

File size: 1.03 MB

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Description:

My ideal for total war battles is battles that last a long time, but can like be ended quickly/decisively once you find the crack in the shell.
This mod is meant to enable chain routs as more of a factor when it comes to battles, and tries to increase the fun and options available to you.
Done by tweaking a lot of the morale debuff values in battle.

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Direct number changes at the moment:
Army Loss penalty: -120 to -50
General’s death: -16 to -25
Nearby friendly units routing: -3 to -5

In vanilla, the morale debuff for a general fleeing is the same as the value for your general dying. I figure that your captain being eaten by a giant Frankenstein’s rat in battle is like more demoralizing and scary than running away and surviving it, so I made the increase for death higher.
For nearby units, in vanilla, 3 routing friendly units nearby would give -9 morale debuff, it would now be -15, so routing units is now more impactful and can cause people to run away more often.
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For an example of what can happen in this mod, and a thing that happened while testing, the army losses effect triggered, but some of the AI’s elite units still barely held on in a few places on the battlefield.
I routed one of them by flanking with infantry, another by moving a unit that had fear closer, and the third I routed by firing artillery in their direction.
I like the idea of having to have a ‘catalyst’ to break stalemates, or to finally push units over the edge if they have enough ranks or are high enough tier.

Compatibility:
Compatible with any unit mods.
It only tweaks a few lines in _kv_morale, so I guess anything that like changes that would be incompatible.
Report issues or ideas in the comments
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another mod that I made that I use with this

Experience Matters – Veteran rank changes and adjustments