Europa Universalis IV

Europa Universalis IV

Addon Beyond Typus Miscellanea
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Draíocht  [developer] Dec 28, 2017 @ 11:38am
Unit Balance/Tweaks details
This is simply the description from the now defunct Unit Balance Addon, copy-pasted.
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Draíocht  [developer] Dec 28, 2017 @ 11:39am 
This humble little modification adjusts vanilla unit pips in order to (hopefully) improve balance and behave more logically according to their descriptions/historical contexts.

More Information
Here are a few guiding principals I used when making this mod.
  1. This mod should feel like an improved version of vanilla and be as unobtrusive as possible.
  2. Choosing your unit type should feel like a real strategic choice, not an irrelevant afterthought.
  3. Non-gunpowder archers should still deal fire damage, not shock damage.
  4. Cavalry should remain useful in later years, and feel worth the higher cost/limit vs. Infantry, but should never be overpowered.
  5. Artillery should be comparably fragile and, especially at lower levels, be a significant factor in the battle due to morale damage, but not necessarily due to casualties.

Total Pips List
Infantry
West East Anat Musl Indi Chin Noma SubS NorA MesA SouA 1) 2 2 3 3 3->2 2 4->3 3->4 3->4 3->4 3->4 5) 3 4->3 5->4 4 4->3 4 - 4->5 4->5 4->5 4->5 9) 5 6->5 7->6 7->6 7->6 6 6 - - - - 10) - - - - - - - - 8->10 8->9 8->9 12) 10 11->10 12->11 11->10 11->10 10 10 10->11 - - - 14) - - - - - - - - 12 12 12 15) 12 12 - 13->12 - 13->12 12 13 - - - 18) - - - - 14 - - - - - - 19) 15 14->15 13->15 - - 15 15 - 14->15 14->15 14->15 23) 16 16 15->16 16 16 - - 15->16 - - - 26) 20 20 19 19 19 20 19 19 19 19 19 28) 21 - - - - - - - - - - 30) 22 21 20 20 20 - 20 20 20 20 20

Cavalry
West East Anat Musl Indi Chin Noma SubS NorA MesA SouA 1) 3->4 3->4 5 4 3->5 3 6 4 - - - 6) - 5->6 6->7 6 6->7 6->7 - 6 5->7 5->7 5->7 10) 8 9 10 9 10 10 11 10 10->11 10->11 10->11 14) 10 12 - 10->11 12 12 12->13 12->11 12->13 12->13 12->13 17) - - - - 14 14 - 13->14 - - - 18) 15->14 - 14->16 14->15 - - 13->16 - - - - 19) - - - - - - - - 14->15 14->15 14->15 22) - 17 - - - - - - - - - 23) 18->17 - 16->18 17 16->17 16->17 16->18 16->17 18 18 18 26) 19->20 18->21 17->20 - - - - - - - - 28) 21->22 20->22 18->21 19->20 18->19 19 18->20 19->18 - - -

Artillery
All Techs 7) 2 -> 3 10) 4 -> 5 13) 6 -> 7 16) 8 -> 9 18) 10 -> 12 20) 12 -> 13 22) 14 25) 16 29) 20 -> 19

As you can see from the lists above, the total pips numbers stay quite similar for infantry, cavalry is strengthened slightly for most techs, especially at the later tech levels, and artillery is slightly stronger at earlier levels, slightly weaker at latter levels. Hopefully, these changes make the decision of which units to select, and how many of each type to field, a more strategic choice and less of a min-max necessity.


Examples
Below are just a few examples of some changes I made, and why I made them.

Blue Coat Infantry
The Blue Coat Infantry (26 Tech Western) description says "The Blue Coat Infantry displays special elan on the attack. Perfect for leaders who believe that the offensive will always triumph over the defensive." Yet vanilla pips are focused on Morale. I changed this to better offensive fire.

Offensive Fire: 3 -> 4
Defensive Fire: 3
Offensive Shock: 3
Defensive Shock: 3
Offensive Morale: 4
Defensive Morale: 4 -> 3


White Coat Infantry
The White Coat Infantry (26 Tech Western) description says "The White Coats were drilled and equipped primarily to to resist cavalry charges. They were not as effective against musket equipped infantry or on the offensive." Yet in vanilla White Coats boast the best offensive fire pips available. I changed this to defensive shock, to resist cavalry charges.

Offensive Fire: 4 -> 3
Defensive Fire: 3
Offensive Shock: 3
Defensive Shock: 3 -> 4
Offensive Morale: 3
Defensive Morale: 4


Longbow
The Longbow (5 Tech Western) in vanilla has 1 pip in offensive shock, offensive morale, and defensive morale. This, to me, make very little sense as longbowmen were typically less than useful in melee combat. They were, however, extremely effecting at firing arrows a great distance, a fact to my mind better represented by 1 pip in offensive fire.

Offensive Fire: 0 -> 1
Defensive Fire: 0
Offensive Shock: 1 -> 0
Defensive Shock: 0
Offensive Morale: 1
Defensive Morale: 1
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