Tactical Chess: Directional Combat & 2x Battle Duration

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Author: GunPawDa

Last revision: 3 Feb at 13:21 UTC

File size: 536.2 KB

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Description:

As a long-time fan of the Total War series, I felt fatigued by the increasingly fast-paced combat and decided to create this mod myself. The primary goal of this mod is to double combat duration, providing a chess-like experience with a deliberate pace, where strategic positioning and unit statistics determine victory rather than reflexes.

Detailed Rule Changes
1. Combat Pacing and Hit Logic (50% Scaling)
To double combat duration while preserving vanilla balance, all hit determination parameters have been reduced to exactly 50% of their original values.

Melee Hit Chance Base (Vanilla: 35 | Mod: 17.5): Halves the success rate when combatant stats are equal.

Melee Hit Chance Max (Vanilla: 90 | Mod: 45)

Melee Hit Chance Min (Vanilla: 8 | Mod: 4)

Melee Hit Chance Normalisation Coefficient (Vanilla: 1.0 | Mod: 0.5): Decreases sensitivity to stat gaps

2. Directional Combat
Melee Defence Direction Penalty Coefficient: Flank (Vanilla: 0.6 | Mod: 0.5): Increases the impact of flanking by reducing the defender’s effective MD to 50%.

Melee Defence Direction Penalty Coefficient: Rear (Vanilla: 0.3 | Mod: 0.1): Creates a Checkmate situation by almost completely removing the defender’s MD when attacked from behind.

3. Missile Damage Resolution Adjustment
This mod doubles missile damage reduction by matching armor and shield efficiency to melee standards. It removes the vanilla penalty that halves defense against projectiles, ensuring heavy units are consistently protected across all types of combat.

4. Endurance and Resource Management
As combat duration has been doubled, the following adjustments ensure units and resources remain tactically viable throughout the entire engagement.

Unit Fatigue Rate (50% Scaling): Fatigue accumulation and recovery rates have both been halved. Fatigue is now a long-term strategic consideration.

Campaign Ammunition Capacity (Vanilla: 1x | Mod: 2x): Ammunition for all units has been doubled to support prolonged engagements.

Campaign Recovery and Healing Rate (Mod: 50% Reduction): All incoming healing and regeneration rates are reduced by 50% to prevent invincible units in longer fights.

Campaign Strategic Magic Resource Management: Spell costs, starting mana, and recharge rates are all halved. This doubles total magic potential while maintaining tactical tension.

5. Reduced Collision Damage Ratio (Mod: 0.5 | Vanilla: 0.6 | Realistic Physics mod: 1.0)
To prevent shock tactics from becoming excessively powerful, the collision damage ratio is adjusted to 0.5. Fully compatible with the Realistic Physics mod; this mod is configured to prioritize these values regardless of load order.

Compatibility
Save-game: Fully compatible.

Mods: Works with all unit mods and overhauls (SFO, Radious, etc.). For large overhauls, place this mod ABOVE them in the mod manager to ensure proper functionality.

Patches: Compatible with latest and future game updates.