Campaign Improvement Mod – Military Affairs

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Author: A Huge Turd

Last revision: 3 Sep, 2020 at 15:23 UTC

File size: 17.01 MB

On Steam Workshop

Description:

In an attempt to make the game both more alike Rome I and generally more entertaining I made this mod.

Changes in the following departaments:
-Unit speed, stats, fatigue, morale, exp gain, numbers, costs, upkeeps, hp.
-Equipment stats. (Standardized to 20, AP and Normal Damage makes the weapons better or worse.)
-Recruitment (Now low tier units take 0 turns to recruit. Cannot recruit when you have no movement points left.)
-Terrain Speed Effect Reworked
-Naval speeds and weight heavily reworked.
-Stances reworked. (Raiding much more useful, Ambushing now gives 6 sets of fireballs, being in a fort increases upkeep, defence and other stats.)
-New Resources, and resource dependencies for buildings! (The new resources have low values, tough. They can be produced by already existing building in any province.)
– Beginning difficult for most factions due to low Public Order. (Some times even with negative cash. You’ll have to use politics, raiding and to mess with taxation.) (On Very Hard!)

Known Very Hard Starts: Thracians, Dacians, Suebi.
Known Hard Starts: Parthia, Massalia.
Known Easy-ish Starts : Egypt, Seleucids, Rome.

Haven’t tried Carthage, Gauls, Britons. Can’t remember the Greeks, Spartans and Macedonians. So I’d suggest you start with the Easy-ish starts and make your way up!

Battles do NOT last much longer! Two full stacks usually fight it out in 10 minutes aproximately depending on tactics employed and army compositions. However, units do not melt when they touch. If the unit sizes are too large feel free to lower unit size on options.

Check the other part of the Mod (Civil Affairs): https://steamcommunity.com/workshop/filedetails/?id=1685822959

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Known Issues
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In naval battles most units have two ships. The AI cannot handle two ships when disembarking. This will result in stuck units and frustration. However, the player will most of the time be capable of disembarking and naval battles are more chaotic and epic. Worth it. (Mostly.)

Encampment Stance only showing the defence buff. I do not understand why this is as it was working fine in previous iterations of the mod. Something for me to investigate in the future. [FIXED]

I’m trying to add walls to minor settlements when you build a lv 3+ main building. As of now there’s a bug that coastal minors spawn a land siege map. If you’re attacking with a navy it’s game breaking. As such THIS HAS NOT been implemented. (I doubt I’ll ever implement this as I can’t find a way to stop this bug from ocurring)

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Compatibility
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It should be compatible with any diplomacy, economy and graphical mods (Including faction re-skin mods).

It is NOT compatible with any other Battle Mods (Land and Naval) and NOT compatible with any unit mods. They might work but the game will NOT be balanced.

I like to play with blood mods and IA map on GC is also a really nice one.

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Contributors
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In the mod there are bits of work done by other modders from the comunity. This mod was made for myself over the course of the last 2 to 3 years using mostly my own work and pieces from other mods adapted for this mod.

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Campaign Improvement Mod - Civil AffairsSteam Workshop