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did you change the disembark modifier by any chance? I'm getting stack wiped (every levy, men-at-arms dead, knights captured or killed) if I have a battle in the county where I'm disembarking.
As far as I can tell, I haven't (directly) modified the prestige cost of MaAs, though perhaps some of the more global changes have thrown off the balance. I agree that it's an issue now. In 1.5, prestige is just so easy to come by. For now, I've updated the latest beta to have double the initial cost and I'll see if further changes are required.
Thanks for letting me know!
Gameplay: Certain things are great, but especially changes (that i can't find in the description) like severely reducing the prestige costs of tribal Men At Arms turn the game into an easy map painter. The mod turns the price of huskarls from 200 prestige to ~40. Yes, the upkeep is increased, but only marginally.
Even paying 0.5 per month more, but saving 160 prestige on creation means i can have those huskarls for a whooping 320 months before i break even. That's almost 27 years. Yes, replenishment cost is also increased, but all in all it is all way too simple. Due to big armies easily generating lot of prestige it means that by the 27 years it takes to break even your army already generated another few hundred prestige.
(Basing the above information on a default installation of the game and mods on my PC, I cannot guarantee that it is the same for everyone)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599075300&searchtext=Sud%27s+Gameplay+Overhaul%28ru%29
For BYZ, I've actually buffed the walls because I want Constantinople to be even stronger. I just want BYZ to have a hard time having a large empire. As it starts to shrink, they should be able to hang on for a while (ideally), as they did historically.
theodosian_walls_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_theodosian_walls.dds"
can_construct_potential = {
barony = title:b_constantinople
building_requirement_tribal = no
}
cost_gold = 3000
max_garrison = 1000
#duchy_capital_county_modifier = {
# levy_size = 0.025
# tax_mult = 0.025
#}
province_modifier = {
fort_level = 8
garrison_size = 1
}
county_modifier = {
development_growth = 0.02
development_growth_factor = 0.02
hostile_raid_time = 0.5
Luckily, this lull lines up with the release schedule for the major update, which will require lots of work and should pique people's interest in the game again (I haven't played a proper game in a long time myself). Hopefully by the time it drops I'll be able to dive into things again. I'll be sure to not let this infinite beta drag on again haha.
I'll do my best to push the beta "live" this weekend. I haven't seen anything too crazy from the people playing the beta. The BYZ issue is a constant balancing act and will continue to be until PDX builds a better fundamental system for them (balancing the two start dates makes it extra tricky. Some other things people mentioned I'm hoping are issues from not using the beta for the new patch. If the CA issue is in the current version (no mention of that in the PDX forums), that might take longer to solve as that shouldn't be affected by the mod based on what I changed.
E.x. I have 1000 levies, I raise all the armies at the capital, and I get 600 levies instead.
But im no sure. Really would appreciate replies on this issue. .