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
Spreading or removing corruption depending on what your faction favors is always a very useful thing you get bonuses or penalties for. A +3 or -3 corruption per turn would probably be impactful enough, especially if combined with additional local effects like -60 or so growth and -20 control. I just think more local effects would make sense compared to global factionwide effects. Keep in mind that raiding still does -5 growth and public order even with this mod enabled. No harm in boosting them :)
As for the AI raiding you i kind of like that you have to deal with it, and its not normally hard to do because they cant run away like they do in vanilla and they are exhausted
Im not making extra versions for different values as it becomes a pain to maintain them all and i dont want to put the effort in to learn how to set up MCT currently.
I believe their is already mods to increase trade income, i know you cant just crank trade income bonus if you want it to behave sensibly since that only affects the tariff part and not the resources part. and i don't actually know where the data base entry or entries are for trade income, only the ones that effect how trade agreements are weighted in diplomacy and i dont wanna go digging for them. Im not even playing currently and im somewhat burnt out on modding from making another mod
-can you make raiding non-attrition immune since in this game 'attrition' is people mutating from chaos corruption or turning into undead, so not exactly something you can recover from simply because you're stealing the enemy's rations
-can you make a version of this that's halfway between this and vanilla, or make it MCT configurable?
-can you also make a mod that increases trade income? seems like something you'd know how to do and would go well with this + the 0 background income mod
I reccommend the "March and naval stance cost change" for that.
It greatly increases the costs of the march stance so you basically only start profiting from it one turn later.
As a result you can't instantly force march away from every threat on a whim, but instead have to commit to and plan for doing it. It also results in more consistent AI movements.
It also works great together with this mod.
The vanilla AI basically has ADHD. It wants to raid and provoke you, but then instantly runs away in force march. Not anymore.
Raiding someone feels like its worth it and actually hurting your enemy.
And being raided is something any proper economy can deal with for a while, but surely wants to stop as soon as possible.
Entering raiding stance is now requiring actual commitment and is worth doing.
And if someone decides to bite off more than they could chew, you can punish them properly.
Last movement I'm looking for is one where MARCH stance is just f'ing removed! The AI doesn't use it well and I can always catch them flat footed and wipe them out because they overuse it.
It was always odd how you could just retreat out of the drawbacks of the stance you chose.
In vanilla raiding might be the only source of income that actually makes you lose money.
I would however recommend the "March and Naval Stance Cost Change" mod, because it fixes the problem that some enemy armies will just play the "raid-forcemarch" game with you running after them like an idiot for eternity.
Trying to catch AI armies in a vast province already sucks in vanilla.
It probably hell if they can rob so much money doing it.
Which gives me an idea........
If raiding is so impactful now, one could argue that it shouldn't be possible on the run.
Maybe make it cost 90% of movement or so?
Big investement, big reward.
That way we can have our powerful raids, but don't run after fleeing raid armies as much.
That way its reasonable to react to it but can also not be ignored for long periods of time.
Weither thats even possible is obviously something I don't know.
T5 gives bewteen 3k and 5k, increased by super capitals like ACoQ, Naggarond, Reikland.
Having a income -7.6k just because a goodamn beastman spawned is terrible