Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Fort balance has been adjusted, resulting in a similar pace to original BT (and still slower than vanilla), but somewhat more random and vulnerable to smaller armies.
Fort levels have been significantly lowered (from 2-4-6-8 to 1-2-3-5), making it possible to siege even high level forts with a much smaller army, or an army not made up entirely of cannons. The goal of this, however, is not to speed up the game, but rather increase the degree of randomness in sieges and also to make them less about who can field more cannons, so forts now also include growing local defensiveness bonuses (10-30-60-100), increasing the length of siege ticks. This makes sieges a bit more random because, with a lucky role and good general, it is possible that even a fortress can fall within a few months. On the other hand, a siege can drag on even longer than in the original game, taking as much as 100 days per siege tick with the new local defensiveness bonuses.
The changes to Forts are driven by two main factors: A) I was getting annoyed/frustrated that it required several times more ducats (not to mention manpower) to field and supply an army actually capable of taking a level 8 fort than the fort actually cost to build, and a small nation could use its entire manpower reserves trying to take one fort for the entire duration of a war and still never take it. And B) The many new provinces in BT meant than both the AI and the Player are forced to build more forts, growing fort levels and compounding reason A.
Institutions (origin, spread, embracement, etc.) have been completely reworked, and the old tech group penalties adapted to the new insitution system (at partial strength) to try to encourage historical development while still allowing for the remarkable ahistorical anomaly.
While I greatly appreciate the concept and even, perhaps, the implementation, of the new institution system, the current balance is wildly off in my humble opinion, and much worse still in BT due to the greater number of provinces and lower average development. While EU4 is all about alt history, and I can get behind that, I draw the line at some of the absurb things I have seen since the new institution system was introduced, including North American native armies running about with a half dozen cannon regiments at first contact, central-south African minors keeping up in tech with the Great Powers in Europe, and parts of industrial western Europe regularly being behind rural Asia in tech in otherwise largely historical playthroughs.
The changes here are very difficult to balance, because we want to allow for the possibilty of an alternate history superpower arising in unexpected areas and do not want to "railroad" history, but we also want to encourage historical development in an otherwise largely historical game. This new system also introduces some game-y aspescts, as well, which I'm trying to remove.
For example, a nation can be 10 techs behind in every group, have only the feudalism institution, and generally be not too advanced. Now, in the old system, this country would forever be a nothing, destined to fall farther and farther behind in tech. But in the new system, all this nation needs to do is get one province bordering a western coloniser and within 40 years (I've actually seen this happen in game) the nation has all institutions and is only 1 tech level away from the highest tech in the world. Now, of course, we want to allow a nation to adapt and advance, but the way to do that shouldn't be a mad dash to conquer a province next to a coloniser, or hoping to get lucky and have one of the mighty European nations colonise the province next to you...
The solution I'm currently trying is to apply spead bonus penalties to institutions based on tech groups, with all tech groups receiving a 10% less harsh penalty (rounded) to institution spread than it previously had to tech in the old system (from Eastern at -5% to North American at -60%). I've also overhauled the triggers and speed of other factors causing institutions to spread, so while province-to-province spread is reduced, most of these new factors apply to all equally. *Hopefully* the result is that any reamarkable, forward thinking, nation may still keep up with Europe by relying on building up with the right buildings and advisors, but most will not, unlike vanilla where anyone bordering a European or colonial nation will within 50 years be within one or two levels of European Great Powers.
Buildings have been completely overhauled, hopefully being very recognisable and familiar, but with adjusted effect strength and cost to better suit the greater number of provinces and generally lower development. Beyond the few obvious changes on the outside, there are a great many changes to AI factors controlling when and where the AI will build, as well as the effect buildings have on institution spread.
Small and somewhat unimportant compared to my balance changes to institutions, the changes to buildings are prompted by the lower average development in BT, which has resulted in buildings becoming generally less effective (as most buildings are % based). I also took the opportunity to adjust the AI's decision making process when deciding where to build, and fixed some logical issues with which I took issue. For example, Universities now affect institution spread, and the tier 1 temples now have a (weaker) missionary strength effect like their tier 2 upgrade, cathedrals.
A large part of this new balance is the new build speed and cost introduced in the Terrain Overhaul addon. For rich farmland areas, all buildings are considerably cheaper, but hostile terrains face serious penalties. This works expecially well right now because the greatest number of new provinces is in the mostly rich Europe, reducing costs there, while many of the unoverhauled areas are in African, the Middle East, and Africa, where the hostile terrain penalties will have full effect, offsetting the higher average (comparitively) development.
Forts
Buildings (non-forts)
Institutions
Other Changes