MAA Balance & Expansion
一、兵种数值平衡
依据战斗力与有效战斗力,针对兵种数值进行一定程度上的调整,虽然兵种仍然存在强弱差距,但是希望这次更新让每个特殊兵种都达到一个良好的水平。
小幅度加强重步兵、重骑兵、弓兵(没有文化专属兵种的ai也会更倾向于招募以上三种);
此处所提的战斗力与有效战斗力:
战斗力 = √(坚韧 × 伤害) × 规模
有效战斗力 = [√(坚韧 × 伤害) × 规模] ÷ 价格
二、兵种改动(非数值部分)
1.瓦兰吉老兵由于其优异表现,招募条件中加入头衔要求(国王及以上);
2.阿萨维拉考虑到波斯文化与地形因素,改为重骑兵;
3.骑兵规模统一为50;
三、兵种拓展
1.为神圣罗马帝国皇帝增加专属兵种:王室扈从(重骑兵)
招募条件:头衔为神圣罗马帝国
2.为萨克森文化增加专属兵种:萨克森战斧卫队(重步兵)
招募条件:文化为萨克森
3.为波斯帝国增加兵种:不死军(重步兵)
招募条件:头衔为波斯帝国且文化为波斯
4.由于敕令骑兵价格过于高昂,为武功歌增加兵种"法兰西骑兵"作为过渡
招募条件:需要武功歌文化传统
5.为南斯拉夫文化增加兵种:巴尔干骑兵(轻骑兵)
招募条件:需要文化支柱为南斯拉夫(保加利亚、塞尔维亚、波斯尼亚、克罗地亚)
四、革新修改
1.考虑到文化特殊兵种强度高于基础兵种,而不具备专属文化兵种的文化将会增加游戏难度,所以将需要文化革新解锁的兵种改为直接可用(使用条件为文化可以满足解锁原版革新);
2.原版中地区性的兵种革新所解锁的兵种(如萨赫勒骑兵、矮种马骑兵),解锁条件修改为文化支柱解锁;例如萨赫勒骑兵需要你的文化有萨赫勒支柱,伊比利亚骑士需要你的文化有伊比利亚支柱;由于英格兰和苏格兰文化已经拥有独特兵种,所以矮种马骑兵仅绑定了戈伊德尔支柱;
3.原版可解锁文化兵种的文化革新重新设计了效果(解锁条件未发生改变);
4.对骆驼骑兵与象骑兵革新未做更改;
五、兵种美化
对使用通用icon的兵种进行了美化(尚未完成全部内容);
本mod适配中文、英语;
声明:本Mod图片内容使用 AI 生成;
I. Unit Stat Balancing
Based on combat power and effective combat power, adjustments have been made to unit stats. While there are still differences in strength between units, this update aims to bring all special units to a good standard.
Heavy infantry, heavy cavalry, and archers have been slightly buffed; AI without culture-specific units will also show a greater tendency to recruit these three types.
The combat power and effective combat power mentioned here are defined as:
Combat Power = √(Toughness × Damage) × Size
Effective Combat Power = [√(Toughness × Damage) × Size] ÷ Cost
II. Unit Changes (Non-stat Adjustments)
1. Due to their exceptional performance, Varangian Veterans now have an additional title requirement for recruitment (King or higher).
2. Taking into account Persian culture and terrain factors, Asawira has been reclassified as heavy cavalry.
3. All cavalry units have a standardized size of 50.
III. Unit Expansions
1. Added an exclusive unit for the Holy Roman Emperor: Royal Retinue (heavy cavalry)
Recruitment Requirement: Title = Holy Roman Emperor
2. Added an exclusive unit for Saxon culture: Saxon Axe Guard (heavy infantry)
Recruitment Requirement: Culture = Saxon
3. Added a unit for the Persian Empire: Immortals (heavy infantry)
Recruitment Requirement: Title = Persian Empire and Culture = Persian
4. Due to the excessively high cost of Gendarmes, the "French Cavalry" unit has been added to Chanson de Geste as a transitional unit
Recruitment Requirement: Requires Chanson de Geste cultural tradition
5. Added a unit for South Slavic cultures: Balkan Cavalry (light cavalry)
Recruitment Requirement: Requires South Slavic cultural pillar (Bulgarian, Serbian, Bosnian, Croatian)
IV. Innovation Adjustments
1. Considering that culture-specific elite units are stronger than basic units, which increases difficulty for cultures lacking exclusive cultural units, units previously requiring cultural innovations to unlock are now directly available (usable if the culture meets the conditions for unlocking the original innovations).
2. Regional unit innovations in the original game that unlocked units (such as Sahel horsemen, Hobelar) now have their unlock conditions changed to cultural pillar requirements; for example, Sahel horsemen requires your culture to have the Sahel pillar, Caballero require the Iberian pillar; since English and Scotland cultures already have unique units, Hobelar is only tied to the Goidelic pillar.
3. Cultural innovations in the original game that unlocked cultural units have been redesigned in terms of effects (unlock conditions remain unchanged).
4. No changes have been made to innovations related to Camel Cavalry and War Elephant Cavalry.
V. Unit Visual Enhancements
Enhanced the appearance of units using generic icons (not all content completed yet).
English localization supported.
Disclaimer: All image content in this mod is AI-generated.
