Horde Variables

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Author: Nick Naughty

Last revision: 25 Feb, 2016 at 23:18 UTC

File size: 80.9 KB

On Steam Workshop

Description:

This mod makes changes to the cai_task_management_system_task_generator_group_generator_junctions and campaign_variables tables for some improvements.

Artillery Capture Chance increase to 20%.

Regionless factions now keep clients and vassals, if you start migration you will still keep vassals, without this mod you would lose all your vassals if you started a migration.

Spawning new hordes will only cost 4 developement points, its no longer 6, 8, 10, 12, 14, and so on determined by the number of hordes the player currently controls.

The developement points carried over to the new hordes being spawned has been reduced to 2, this is to take into account of developement points being spent in creation of plots 2 and 3.

Full refund of developement points spent when deconstructing migrating horde buildings, instead of losing halve.

The extra developement building slots cost has been reduced to 0.5, making the costs 1, 1, 2, 2, 3, 3, 4, 4, and 5 for the last plot. This replaces the vanilla’s 2, 3, 4, 5, 6, 7, 8, 9, 10 for the last plot.

Colonise Cost reduced from 10000 to 5000, cost for tier 1 settlement building and turns to create remain unchanged.

AI values tweaked to move and colonise nearby abandoned provinces and regions.

AI values tweaked to set War Coordination, higher value than AI colonise abandoned provinces and regions.

Barbarian and hunnic hordes don’t get enough developement points, and everything has a high cost, hopefully this mod points in the right direction.

Note: Developement points for upgrading migrating buildings still remain and it hasn’t been edited, so upgrading a building from tier 1 to 2 will cost 2 developement points, tier 2 to 3 will cost 3 developement points, and it will cost 4 developement points to upgrade to the highest tier building. Thats 90 developement points needed in total to completely upgrade all tier 1 buildings to tier 4 in one horde, that is the normal developement point upgrade cost. Barbarian Hordes Expanded mod will now be removing additional developement points costs when upgrading migrating horde buildings instead, this is to keep developement points at a much lower and more sensible costing.

Save compatible.

Updated to latest patch 25/02/16

Other mods
Barbarian Hordes Expanded
http://steamcommunity.com/sharedfiles/filedetails/?id=447307792

No AI Razing except Huns and No AI Start Migration
http://steamcommunity.com/sharedfiles/filedetails/?id=485654082

No AI Razing and No AI Start Migration
http://steamcommunity.com/sharedfiles/filedetails/?id=488491462

Note: No AI Razing except Huns and No AI Start Migration, No AI Razing and No AI Start Migration, and AI Occupy Only use the same db tables, they will conflict, only use one at a time.

Unit Tweaks
http://steamcommunity.com/sharedfiles/filedetails/?id=599049692

Very Heavy Cavalry 65
http://steamcommunity.com/sharedfiles/filedetails/?id=599051335