Army

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Author: Greq7

Last revision: 18 Jun, 2019 at 18:13 UTC

File size: 1.81 MB

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Description:
Improved Army Composition for AI Recruitment and Tweaks to Land Units

Warning: Land Units Edited (not compatible with mods that did the same)

"Battle" modification is not required in order to use this one. This mod has been a part of it and tested only with my mods but it is a fully functioning separate mod now.

Changes to Army compositions:
– In this part of the modification I haven’t looked at historical armies. Instead I am focused in making AI more challenging and less monotonous. AI will use a variety of units and the balance is moved slightly towards melee and cavalry instead of skirmish and archers but it is more dynamic so results might surprise you. (Please let me know what factions continue to have unbalanced composition, there is always a room for improvement – share screenshot if something look not right).

Changes to land units:
– Slight reduction to cavalry melee attack; especially units that has above 40, 50, 60 ect. This is due to animations and cavalry impacts changes used in "Battle" mod.
– Spotting distances has been greatly improved. This idea has been taken from "Better BATTLE AI" but stats are halved. This makes AI slightly more aggressive and sometimes attack much sooner than in vanilla.
– Campaign action points has been added. This change has been done for balancing purposes with other submod "Movement"
– Creation time for units has been edited so it might take longer to train some units.
– Cost of some units has been altered slightly for balancing purposes.

ps. expect more improvements to this modification as well as to "Battle" one