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Slothoth's Warfare Tweaks 1.1

Smayo

Warlord
Joined
Mar 1, 2019
Messages
169
Some fixs I made, tweaks and rebalances of war:

Amends the Commander mobility promotion so it actually ignore terrain restrictions, including Minor rivers, and rough terrain.


Amends the mechanic on losing influence per settlement conquered. This is a relatively hidden mechanic in the vanilla game. Every player has a trait where when they conquer a settlement, they get a permanent -2 influence on their capital for that age, scaled by age. This persists even if you return the city in a peace deal.

My change is instead you get that negative influence on the conquered settlement. This is both more readable and allows for "ransoming" cities in peace deals, without a permanent influence penalty.

Grants a Sword of Brennus like effect to all civs. When you return a settlement in a peace deal, gain 100 gold, scaled by age. In that way, stupid forward settles by the AI can be a lucrative opportunity, instead of a pain in the rear.

Infantry now get +3 strength on defense when on fortification. This was to make Infantry have a purpose and not be outclassed by Cavalry. Its

Here is the mod, very open to feedback on the balance of the changes.



WISHLIST:

These are things I would like to do, but can't find a way.

- Bring naval units forward into exploration (this seems impossible as naval units are only ever spawned on fleet commanders)

- Allow Army commanders (land) to get experience from naval unit combat in antiquity. It just feels so bad doing combat without getting that sweep experience.

- Settlements in unrest from being conquered don't contribute to settlement limit. Two blockers for this, one, there does not seem to be a requirement
that fits a settlement in unrest. Two, there are balance implications where a Mongolia could just wipe out everyone, where normally they would be
hamstrung by huge happiness penalties, or huge war support penalties for razing. This applies even further in Modern
for the Military victory. The way I see this, I want it to just be a way to hold settlements you plan to give back in
a peace deal, to stop metagaming where you have to stand a unit outside a fully decimated city and only take it on the turn of peace.
My only thoughts for how to do this would be to make it so settlements only count towards victory conditions when out of unrest
which has big balance implications, or make a policy you can slot that makes it so new conquered settlements in unrest dont contribute
to victory points, but also add a settlement limit, to offset themselves. Again might have balance concerns where players would
metagame to not end the age in antiquity or exploration. It also seems changing the victory point conditions is permanent, if you remove the
modifier you would still not get points for settles, so its a bit bunk.

- Make it so longer speed wars have the same ten turn declare Peace/declare War so Epic/Marathon is 10 turns, not 15/20.

- Make it so there are two turns of open borders after declaring peace, so you can get your units out.
 
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Smayo updated Slothoth's Warfare Tweaks with a new update entry:

Bringing Naval Units into Exploration!

Naval Units are now kept across the transition to Exploration. Currently, you can get 4 naval units kept per Fishing Quay. This may be too strong, I am working on another solution that only allows a max of 4. The way this works is your spawn on Exploration starts with a fake naval commander on each Quay, which your naval units will get packed into. This naval unit is then killed once you assign your legacy cards. Currently I can't find a consistent way to ensure they spawn on Quays with...

Read the rest of this update entry...
 
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