Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

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Alternate Unit & Hero Balance for 190E
   
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Tags: mod, battle
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2.244 MB
Jan 24 @ 4:30am
Aug 13 @ 12:28pm
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Alternate Unit & Hero Balance for 190E

In 1 collection by Rewan
Alternate 190E collection. (Less recommended)
18 items
Description
Based on my balancing mods for vanilla. This is mostly a stat and value alterations mod with a few goals in mind :

- Strengthen faction identity : Han are the base of the base. YTR are more numerous but with lower stats (Ikko Ikki style) and Nanmans are good in forest benefiting from terrain bonuses but not so much outside. Nomads field large number of cavalry but fewer infantry, on the other hand their infantry have the same movement range as their cavalry units on the map which makes for very very mobile armies.

- Grounding Romance heroes power a bit so they are still very powerful and overall feel the same as in Vanilla but they will have more issues carrying you through a battle alone. (You can still do it)

- Trying to make sure the Wu Xing balance is working between heroes/units. For exemple : Melee cavalry is really good vs Melee infantry and Archers but still get demolished by Spear infantry, Shock cavalry is a lot more about charging infantry with cycle-charging and countering cavalry but less able to win a decisive engagement without support.

- Trying to make sure "tier-ing" up is completely rewarded. This does remove a bit of the strategic layer when picking some units but open up so many other possibilities I consider this a net positive.

Working on this slowly. There is a ton of data for units at this point so I'm obviously going to miss on some things. I do apologize in advance if that happens.
13 Comments
Kylar Aug 10 @ 3:52am 
ah that sounds good look forward to the updates! I played around with sieges a little in my current play-through by removing siege weapons and allowing 4 siege towers and 1 battering ram to be built in one turn of siege, its played out pretty well for the most part but I find that nightbattles always trivialise being sieged if AI can't attack immediately as garrison joins in
Rewan  [author] Aug 7 @ 3:51pm 
As a sidenote, I took a bit of a delay updating this with new skills added by ironic as I've been busy with real life stuff that took most of my brain power. I'll try to get back on it as soon as possible, including some tweaks (early game cavalry power) as well as an experimental test with siege battles. (Allowing an attack even without a siege weapon)
Rewan  [author] Aug 7 @ 2:15am 
yes, most of the damaging skills are toned down. Supportive skills (passives/buffs) are usually as strong tho (altho often more specialized perhaps ?)
Kylar Aug 6 @ 11:42am 
are some skills like poison volley toned down?
Kylar Aug 6 @ 3:13am 
ah sorry I meant in romance mode
Rewan  [author] Aug 3 @ 2:48pm 
(speed)
Rewan  [author] Aug 2 @ 7:13am 
Not too much really, the initial size of the bodyguard is lower and the horses have been made consistent with the regular unit horses.
Kylar Jul 31 @ 7:50am 
what were the changes you made to generals to make them a bit weaker?
The Reaper Of Chess YT Jul 30 @ 12:35am 
balanced for records ?? in 190 ?
Rewan  [author] Jul 13 @ 9:29am 
Yes because Ironic hates me and my love for properly arranged units in color groups.
Don't get me started on the Xianbei Gray Cavalry