Johns Tactical Revamp + Major Dev Nerf

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Author: thewrathofjohn

Last revision: 16 Oct, 2024 at 04:23 UTC

File size: 2.17 MB

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Description:

This is a work in progress, hope to have most things ironed out in the next week or so though(saying this as of 10/14).

Drastically increases dev costs, to 100 base and +20 per click.
No scaled dev costs, so a highly devved prov won’t necessarily cost more to dev than a barely devved one, but I’m reducing all dev cost reductions to 1/5(still need to go through events, missions, and some other places).

Got rid of free dev from buildings. Planning to go through and remove free dev from various other mechanics.

Increased base institution gain from dev by 2x. Hopefully that scales alright with this, but may need to adjust further.

Made all gov types into nomads, to make use of their interesting terrain combat modifiers, +25% shock in plains, -25% shock on non-plains(these values can be altered further, btw). I’ve also changed unit speeds to 11 for cav, 7 for inf, and 5 for artillery, and am going to set inf to cav ratios at 100 so that everyone can have independent cav armies, and actually do something interesting with cavalry.

army and naval tradition decay to 7% from 5%
prestige decay to 7%

set reinforcement speed and cost to 0, so that you actually have to manage reinforcements, and attrition has a meaningful effect on the frontline.

increased combat width to 35 starting, 60 max
set combat phases to 2 days, and 4 days before you can retreat, so every battle doesn’t have to be a shattered retreat

Changed wargoal warscore to 35

got rid of fort zone of control. In its place, I’ve added -60% movement speed in hostile controlled territory. Also -20% where there’s a fort, so if you put a lot of forts down, then the enemy has -60-80% movement speed if they want to just waltz in. I think it will be more interesting if players have the option to maneuver a bit more, while still making it very hard to advance without properly consolidating your hold as you go.

Added supply bonuses to forts. 4 base supply for every fort tier, so you actually have some more places to set your armies during a war without too much attrition.

reduced force march speed to 30%, from 50%. I’m thinking of turning it off altogether though…

Am thinking of adding a +1 combat off coast from shore batteries, perhaps some other things. May also add some little bonuses to make up for things that had some dev reduction taken away, like + 5% or +2.5% tax, mp and production, that can be fairly easily handled with a "replace with" in text files. Something interesting and special for universities would also be nice. Maybe -1% tech cost each, but they also require a lot of dev to build, like 35-40?

Am also thinking of reducing terrain penalties to dev cost.