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As such, lowered main building income to base 150: 150-300-600-1,200-2,400
I recommend KMM anyhow as it makes modded games run smoother, besides the mod organizing capability.
The buildings in the shipbuilding all still say they will take upkeep, but in reality they do not.
I tried unsub/resub, i tried using KMM, nothing. It is only a graphical bug, and maybe i'm doing something wrong myself as it seems something cache related :)
What do you mean the AI doesn't play with population, they're restricted by its mechanics throughout the game.
No cheating is recommended, it might also help with that weird autoresolve result you stated in Deadly Attack Dynamics comment.
By sending armies to raid a region and bringing it close to revolt, then you will see ai turn off taxes, generally for 1 turn. If you mouse over the public order icon, to see the breakdown, you will see when taxes are on or off.
in vanilla you would need a lot of armies though, so it basically never happens unless you really really go for it (bretonnia is the easiest faction to use for this).
In your mod is easier to tell because when they turn off taxes they have no income, and suffer desertion instantly :)
Never tried the no cheating mod.
Population mechanic is very good, i love it too! Very creative and well done mod. Still, the ai is not able to play with it except in the very first turns.
Also, thanks for making your mods! I dont like game3 at all, so i end up here all the time, but vanilla has no surprises left :D
- I had no idea Vampire coast even had the horde mechanic as i never played them, so thanks a lot and all of their ship maintenance is removed.
- Removed all of Norsca and Wood elves outpost maintenance as well. didn't remove the maintenance from upkeep reduction as it's part of the 'game' and would require removing that to everyone.
- Your point on the balance between the main settlement income and other buildings is valid and true, I enhanced main building income as well as farms.
I didn't specifically state it but Population and No Cheating are very good balancers for this mod, as such I put them as required as they are highly recommended to play with.
How could you tell if the AI taxes or not? left it be for now, maybe ill consider making it -1/-2 just for the mechanic.
Going for the bare minimum of recruitment options (gunnery mob, artillery, beast building) plus infrastructure and landmark, this amounts to 9120 each turn just for existing.
Even funnier, the upkeep reduction building (-15%) costs 1k upkeep, thus becoming a financial trap.
So, let me rephrase: your legendary lord without troops costs almost 10k upkeep, and that is the race's core identity.
Btw this explains why i never saw a vampirate except the very early game :D
Also, Norsca is barely playable in vanilla (being very generous here), and this mod, all things considered, empowers mainly your enemy :) Here too we have the upkeep reduction building costing upkeep, which needs to go. Honestly i think some struggling factions could go without building upkeep at all.
Kislev has 9 starting settlements and just beats all non empire factions (until Manny).
Landing on Ulthuan proved to be a very challenging manoveur with 10+ patrolling stacks plus 6 stationed on the classic ports like Tiranoc and Tor Anlec :)) Very funny and involved a lot of conscious placement of armies to provoke a weak spot, over a lot of turns!
It seems that tier5 capitals produce less income than minor settlements. As upkeep from tier5 military is frankly incredible, what i see is ai factions get super strong early and fast, try to snowball (big cheats on growth, cost reduction etc) and get stuck with extremely high unavoidable upkeep (ai doesnt demolish or disband heroes) getting worse the higher the tier.
I was looking at athel loren with only 1 army on each tree and kemmler with his starting army plus 3 heroes suffering desertion in his tier 5 capital.
After playing through 3 campaigns, I think:
The ai is certainly able to turn off taxation. With this mod i still saw it, but to no effect (and it caused desertion). Also it removes one little choice the player has, as turning off taxes to manage PO removes 1 precious recruit slot. Maybe make it a optional?
Dark Elves...impressive. With no heroes at all, Quintex over 100k, followed closely by Albion and Lothern not full province. So, 300k income with 10 settlements (albeit rich ones) and no cheese. I classify this as "out of control". The ai doesnt do it, so i guess it's not really breaking campaign balance but still...