Sunday Game 2024

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Author: thewrathofjohn

Last revision: 2 Nov, 2024 at 17:53 UTC

File size: 1.32 MB

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Description:

FINAL CHANGE LIST:

Devlopement:
– Base cost +30%
-Capital discount -20%
Extra COT discounts:
– lvl 1, -5%
-lvl 2, -15%
-lvl 3, -15% + -10% in staate
-scaled dev costs reduced to 1/3(meaning costs don’t increase quite as much from devving tall)
-substited some of scaled dev costs for +3 base cost per click, to help the dev layout stay a bit truer to the historical setting established at the start.
-Move capital costs doubled, since dev discounts there are rather good comparatively

Buildings:
– University dev requirement set at 40. Gave it some neat stuff though. +2% mp recovery speed, -1% idea and tech cost, and institution embracement cost -2%. Also -30% local dev cost.

I don’t expect it to be possible to get many of these, but hopefully these bonuses will make it feel worthwhile enough to dot a nice handful of them around in spite of the high cost to get to 40, probably mostly in trade center provs.

-Shore battery: Gave it a +0.25 roll off local coast. This is additive, so if you have four off a coastal zone, you’ll get +1 die roll there.

-Regimental camps. Made them require 15 dev(this is for the level 2 upgrade). So the really low dev provs can have the level 1, but need to be developed some to spam lvl 2s. Halved support from these to 0.5 and 1.

-Trade company force limits investment gives +3 force limits instead of 5

-Forts. Gave each level 3 base supply, and -20% hostile movement speed, and each new fort adds -100 base manpower(so -400 at last upgrade). Makes sense it costs MP to garrison them, and this will prevent players from being tempted to spam them all over with the new system.

Forts and Zone of Control.
-In addition to the above, got rid of fort zone of control for everyone. Replaced it with -60% hostile movement speed, so it takes longer to get into hostile territory, and defenders advantage is all about maneuverability around the invader. Forts will still need to be occupied in most cases, but you have more options for maneuvering when invading which I think will make it more interesting.

-Also reduced hostile movement speed penalties for scorched earth to 5%, harsh monsoon to 10%, and milder ones to 5%. Reduced scaled speed from drill from 20% to 10%, got rid of the reductions from devastation, placed the +10% movement in infrastructure with +1 maneuver, and reduced the offensive and quant policies bonuses from 10% movement speed to 5% + 10% supply modifier.

Other General Changes
-Army, naval tradition and prestige decay upped to 7% from 5%.
-Max attrition set to 50
-Cav ratio moved back to 50, the default, but replaced this with 3 mercenary companies with pure cav and cav ratio at 100. They have the same numbers of regiments per dev as the free company, grand army, and independent armies, and can be drilled(so that they have the ability to have comparable quality to regular troops).
-Cav speed set to 1.1, inf speed stays at the default value of .7, artillary reduced to .5.
-Max adviser level to 3
-Yearly adviser cost increase changed from 0.5% to 1.5%.
-Made a few little changes to quantity, espionage, diplomacy, humanist and administrative ideas to make them more alluring(with quantity, nerfed land support and the extra mp a little, and added some quantity themed naval bonuses instead, plus 20% garrison size and 25% less morale taken by reserves to hopefully make it a reasonable option going forward).

Gov cap
-Got rid of the free building slot from courthouses and the upgrade
-Added +1 gov cost for all manu’s and soldier houses(not state houses, ramparts, or the naval one though).

-Professionalism- added scaling 10% mp recovery at 100%, and +10% garrison damage to make it just a little harder to assault forts.

-alliances allowed at -200

-center of revolution only spawns after 1760

-added some new adviers from the antebellum mod, except for the -10 dev one which is replaced with -15% great project build cost

-added 60% hostile landing speed, so that landing speed isn’t affected by default hostile movement speed(you’ll still have a little reduction compared to vanilla if landing on a fort though).

-yearly army and naval maintenance cost increase from 2% to 2.5%

-over support limits penalty from 2 to 2.5

EDIT: Sorry, I knew I was going to forget something: Forced march bonus set to 0(you can still pick it, but you shouldn’t). It’s a hassle to turn on and off and doesn’t really enrich the game, while kind of messing up the balance with the hostile movement changes above. And, shattered retreat speed bonus reduced from 50% to 25%.