Army Rebalance
I didn’t like the Combat System that 1.0.7 introduced. While fun at first, it felt to broken, to just steamroll the AI (especially with holy orders). So I made a mod to fix my issues, which evolved into much more.
First, I removed all hidden modifiers against Levies an gave the 100% combat effectiveness as base. Then I nerfed all sources of increased levie combat ability to about 5-10% (I also buffed the Peasant Levie law).
Theocrcies and Republics got buffed, to bring them more in Line with Monarchies, while also trying to focus different mechanics.
Regular stats got changed as well and I added a new unit Type: Irregulars, with the goal to make them less expensive and about as strong as Levies.
Regular Units should still beat Levies at a rate of about 1 to 2, given that they are at the same strength.
Army composition should matter more:
Meele Infantry take less damage, but also deal less damage earlier on.
Ranged Infantry deal more damage and engage faster, but also take more damage, when they are engaged.
Heavy Cavalry still remain about the same, only taking a bit less damage.
Light Cavalry is faster, does more moral damage and ist stronger, when a flank breaks.
1. Removed all invisible combat modifiers (-10% discipline to Levies still applies)
2. Set Base effectiveness to 100%
3. nerfed Combat effectiveness modifiers (to about 5-10%)
4. Nerfed low Quality Peasant Levies (+15% morale damage taken and -10% damage done)
1. Theocracies get a scaling Discipline modifier, wich scales with Devotion (up to 15%)
2. Republics get more Mercenary discounts through tech
1. added Irregular Unit type (about as strong as Levies), which can get experience through battles and be promoted to regular infantry
2. Changed all Infantry & Cavalry modifiers:
Infantry:
Takes less damage (-10% morale, -10 – 0% strength, 0-25% secure flanks), but also deals less damage early (-10 – 0% strength damage)
Ranged Infantry:
Gets more Initiative (+5 – 8) and damage (10 – 20% strength damage). takes more strength and a bit less morale damage (+10 – 0% morale, +10% strength)
Light Cavalry:
More morale damage (10 – 20%), scaling initiative (+5 – 7), more flanking bonus (+100%)
Heavy Cavalry:
Less strength damage taken (-10 – 0%), takes less morale damage (-10%), gets a bit of scaling initiative (+0 – 2)
4. Rebalanced Stats of Unique Units to match the changes
3. Nerfed Cavalry Manpower maintenance cost to be double
-Balancing is ongoing