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For those who want to play with doge or other things, theres alternative just add line "dependencies={
"1.37 Doge Shattered Europa"
}" to this descriptor.mod mod
as it will overwrite the doge or their mod that have gui file, gui little broken but everything is fine i believe.
I'm happy to hear about no compatibility issues, most of the time of development went to weed out whatever issue I could. As for the button, I will be moving it to the side of the miliary view window along with the Naval upgrades interface button (and there will be a 3rd if i can do it). Reason being is I have started to work upon this whole theme of country windows expanded. Will see how that goes.
Thank you again for your through opinion, hope you enjoyed playing with ACW. :)
Chevauchee has 8 points in total, so yes, you can have 2 full and one half (even if you play with extended mods, as you gain points on specific mil techs) /and actually there is a 4th unlockable company slot/. While I dont really want to change it, I already have planned about 120 events for this mod, some of them unlock companies for free, most of them grant professionalism. But that is a long time off rn
Besides compatibility (although I admit I didn't find any problems testing it, which honestly surprises me) it's better to remove the military interface button and make a choice that opens it, or maybe a button like the Holy Roman Empire, the Celestial Mandate or the holy sites blessings, although I don't know if that has compatibility problems.
I'm sorry if I was critical in my comments, but it's my honest opinion.
The upgrades seem to me a net debuff, +10% of recruitment and maintenance cost (the variable "type of units" cost affects both) of the relevant units are worthless +2% of combat capacity, if it were 5 per upgrade it would be more acceptable, after all, if I make my army 100% more expensive, I want it to be at least 50% more efficient, because if not I simply recruit double, 20% more efficient.
Finally, I think the improvements are good, but they drag being subject to urgpades.
The mercenaries one is good I suppose, it has the same problem that there are other better things, but this one is good, although I would reduce the cost of professionalism for 2 reasons, the first is the playable reason, if you hire mercenaries your professionalism is reduced, so it is more difficult to develop, the second is for roleplay, the use of mercenaries was more common in the medieval era and the early renaissance, it is not worth it at a playable level to use them late either, because they do not usually have a good army composition.
I'm making an almost total overhaul mod and would want to make it on all of that parts of that "menu".
Thanks in advance!
Should work with Development Points without issues (but I would appreciate if you could test it.)
I have added both the Armaments, HD and Chevauchee, with own events (more coming up in the future - ask on discord if intrested)
PA is more streamlined, while ACW has more flavour, I would say.
Although I really like the feature of being able to hold both infantry firepower+1 and infantry impact+1 in Infantry Reform II, based on your move of "modifying the cavalry combat capability by+200", this should be a bug
Overall, the optimal strategy seems to be to rush expand to get as many of the armaments each Age since that is the only way to quickly scale Army Professionalism.Then max out the chosen strategem (the arty/siege one is probably the dominant choice for most people).
The support companies are a very cool idea, but seem horribly mis-balanced vs each other. They also took a long time to access the later tiers as it always seemed the first in each was generally more powerful than the 2nd stage in another.
Cool mod overall that I'll keep experimenting with but probably won't use every campaign.