Download:ClearCombat
This is a mod designed to make the combat tactic system very simple:
Good commanders are better than bad commanders.
Icons are VERY clear at a glance to indicate how a flank is doing without requiring a hover-tooltip.
Generalized modifiers for terrain so you don't have to memorize 14 different numbers affecting 7 different unit's offense and defensive penalty/gain.
Changelist:
The following terrain advantages have been altered:
hills bonus + 10% to all
mountains bonus + 20% to all
river crossing -10% to all
major river cross -20% to all
straight crossing -30% to all
amphibious landing -30% to all
The AI will now always provide leaders to AI raised vassal levies (This prevents the AI from constantly sending in troops with no commander)
The player raised vassal levies still require manual assignment of commanders, like in vanilla. Don't forget!
There are now only 6 possible 'tactics' that can be used in combat:
no commander tactic: -50% offense and defense scores to all units (this is used only when there is no commander in charge of a flank, such as when the commander is killed in combat)
bad tactics: -30% offense and defense scores to all units (the worst possible commander is still always better than no commander)
poor tactics: -15% offense and defense scores to all units
average tactics: no modifiers to offense and defense scores
good tactics: +15% offense and defense scores to all units
excellent tactics: +30% offense and defense scores to all units (a very good commander will make his troops roughly 2x (1.3/.7) as strong as a poor commander. 5,000 can beat 10,000 if the martial scores favor the underdog)
The likelihood of using a tactic is based on the commander's martial score, with every point from 1-30 affecting the outcome.
Here is a colored table to illustrate the change in likelihood based on scores:
If you are using Project Balance Mod, you should use this download link instead for a PB compatible ClearCombat Mod: View attachment ClearCombat for PB.7z
This is a mod designed to make the combat tactic system very simple:
Good commanders are better than bad commanders.
Icons are VERY clear at a glance to indicate how a flank is doing without requiring a hover-tooltip.
Generalized modifiers for terrain so you don't have to memorize 14 different numbers affecting 7 different unit's offense and defensive penalty/gain.
Changelist:
The following terrain advantages have been altered:
hills bonus + 10% to all
mountains bonus + 20% to all
river crossing -10% to all
major river cross -20% to all
straight crossing -30% to all
amphibious landing -30% to all
The AI will now always provide leaders to AI raised vassal levies (This prevents the AI from constantly sending in troops with no commander)
The player raised vassal levies still require manual assignment of commanders, like in vanilla. Don't forget!
There are now only 6 possible 'tactics' that can be used in combat:
no commander tactic: -50% offense and defense scores to all units (this is used only when there is no commander in charge of a flank, such as when the commander is killed in combat)
bad tactics: -30% offense and defense scores to all units (the worst possible commander is still always better than no commander)
poor tactics: -15% offense and defense scores to all units
average tactics: no modifiers to offense and defense scores
good tactics: +15% offense and defense scores to all units
excellent tactics: +30% offense and defense scores to all units (a very good commander will make his troops roughly 2x (1.3/.7) as strong as a poor commander. 5,000 can beat 10,000 if the martial scores favor the underdog)
The likelihood of using a tactic is based on the commander's martial score, with every point from 1-30 affecting the outcome.
Here is a colored table to illustrate the change in likelihood based on scores:
If you are using Project Balance Mod, you should use this download link instead for a PB compatible ClearCombat Mod: View attachment ClearCombat for PB.7z
Last edited: