RomanHoliday’s Balance and Resource Tweaks

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Author: RomanHoliday

Last revision: 19 Nov, 2023 at 18:08 UTC

File size: 89.51 KB

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Description:

RomanHoliday’s Strategic Resource + Several other small balance and quality of life tweaks

Very Useful for helping the AI nuke cities / complete the Lagrange Laser Station project as switches giant death robots to 50 oil upfront / 4 a turn and nuclear submarines to 60 oil upfront, 2 oil per turn

My AI Mod Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3019772473

Short Summary of Changes:

    Victories:

  • Slight culture victory buff (environmentalism from 25% to 33% tourism boost, national parks provide more tourism later in the civic tree, most great works are back to their more useful tourism value before the arguably unneeded nerf)
  • Diplomatic Victory from 20 to 21 Points to Win but Országház is 300% more Diplomatic Favor from Suzerains instead of 100%
  • Science Victory final projects are 20% more expensive and each terrestrial laser requires 50 aluminium instead of 30 (orbital laser is 60% more expensive to make up for the fact it is now relatively easier). Future Era techs cost 20% more.

    Quality of Life:

  • Slightly more movement to late game naval units (much less painful)
  • Roads start slightly faster and are faster in the eras they upgrade < Def 1 / 1 / 0.75 / 0.50 / (Railroad 0.25) –> 0.75 / 0.75 / 0.5 / 0.25 / (Railroad – 0.15) movement points per tile >
  • Some very weak late game units (helicopter, spec ops) have a higher combat strength
  • Mid and late game recon units have +1 sight to serve more of a purpose and spec ops have a slightly longer para drop range
  • Changes to strategic resource requirements of many units (especially late game). E.g Infantry do not require oil, unit resources are more spread out in the late game, some improvements like Oil and Niter provide an extra +1 resource a turn so it is easier to maintain a bigger army, horses are used a bit more later into the game
  • – 5 Combat Strength to Fighters and Bombers, -3 to Jet Fighters and Jet Bombers

    Slightly increased catch up mechanics for behind players:

  • Slightly higher tech penalty for researching techs in the next era (35% from 20%) and -30% discount to old techs (from 20%). (30% ahead, -30% behind for civics). Makes it slightly harder for players to completely run away with the game

    Nuclear Projects:

  • Nukes and their projects are more expensive and cost more uranium (to compensate for their increased production and resource cost, (and because it’s more fun) thermonukes have a range of 3 instead of 2)
    NUCLEAR_DEVICE 800 –> 1150 production. 10 –> 30 Uranium THERMONUCLEAR_DEVICE 1000 –> 1650 production. 20 –> 65 Uranium
    MANHATTAN_PROJECT 1000–> 1500 production OPERATION_IVY 1000–> 1700 production

    AI / Qol:

  • Higher starting base loyalty after capturing a city (90% instead of 50%), to give you slightly more time to bring loyalty under control (no other changes to loyalty)
  • Walls have slightly less HP (Roughly 15-20%)

    Late Game Scaling:

  • Great People Now Scale In Cost More Per Era as Otherwise Some like Great Scientists Can Run Out Very Quickly:
    20% More ERA_ANCIENT, 20% ERA_CLASSICAL, 30% ERA_MEDIEVAL
    40% ERA_RENAISSANCE, 50% ERA_INDUSTRIAL, 60% ERA_MODERN
    70% ERA_ATOMIC, 80% ERA_INFORMATION, 100% ERA_FUTURE

    Weather Qol:

  • Slight Tweaks to Weather / coasting flooding. 20% slower coaster flooding (works / stacks with other coastal flooding mods), 50% of tiles flood instead of 45%. Some more severe disasters like hurricanes are now slightly more likely to happen at late stage global warming. Additionally, Nuclear Power Plants and Nuclear Units now generate far less CO2 like in real life
  • Other Very Small Tweaks / Quality of Life