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
Personaly its better without the increased x4 Building Costs ,because the AI cant Handle well his budget and all his money goes for making buildings -not units for his armies.
Btw The Mod works with the latest DLC and Patch.
I recomend this mod in the link when using the 4 TPY Balance Mod if you wanna play WoS DLC Campaign with 1 Turn Recruitment https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=357119666
1. For lowering campaign movement range... it seemed to work in that mod by Dresden that you suggested to me. As long as you do it fo vanilla units, it'll work... as armies should at the very least have a general unit in them.
2. I believe there's a way to modify the amount of money that the AI can spend, as I've seen other mods that do so. If looking into that isn't your thing... that's fine. Your mod after all.
Maybe itt's my bad for not liking that mod you suggested to me. I was using the oman Families mod, and they weren't fully compatible. Probably an erro on my end... but oh well. Maybe I'll give it another shot, eh?
That's about all I got. Thanks for the responce, and I hope you days go well!
Lower campaign movement range - it doesnt work for a Custon units - only for vannila units it will work
raise the amount of money it takes to both recruit units, and pay them - For The AI is already harder to build buildings higher that tier 2-3 - so doing the same will make The AI budget even more smaller overall to be spend and easy to be attacked by the player. Also the Mercenaries will be more usefull that the faction's Rouster recuitmenting new units.
Btw I got the perfect Mod For you - its also made By Dresden
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=187067493
You will need to get 4TPY Mod to actually changes the TPY to 4. Or, you can choose another TPY or startpos mod
- Build Times, Research Times, Building Cost and Recruit Cost multiplied by 4.
- Building Replenishment Bonus, Land Campaign Movement and Navy Replenishment reduced by 50%.
and so on
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=187378749
you are talkink about those 2 mods ? They work well with this mod for me
If not - its just an another 4 Turns per year Hardcore Mod
It did not work for me.
if the meaningful resources mod is updated regulary then Yes .Both mods are from Dresden
'
@benignlama Yes more than a week.
Dresden in its latest update changed the mod:
----May 28th version
- Build and Research times quadrupled
- Recruitment slots lowered from 3 to 1.
----June 3rd version
Build times, Research times, Building costs quadrupled
Recruit slots lowered from 3 to 1.
So the real change is Building costs quadrupled. If before a building had 1200 cost in the patest patch it has now 4x1200
Guys wanna me to upload this new version of the mod right away ok. If you wanna w8 1-2 weeks is also ok.Just comment on the problem
Its Save Compatible
modded movement range the new units will still move vanilla movement range - thats how the Campaign Balance is broken. So this is why its vanilla movement range
S.P.Q.R: Imperium (4TPY)
Compatable now !!!