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unmerged(108230)

Second Lieutenant
Jul 20, 2008
143
0
http://forums.ederon.net/resource.ashx?a=1570

The differences are close to, but not exactly, this:
Code:
Production
# Slightly reduce effectiveness of land/coastal fronts, from 90% to 70%. Make them accordingly cheaper, but introduce small manpower cost.
# Make infrastructure increase by 5 to make it's production little more flexible. Build time adjusted accordingly.

Diplomacy/spying
# Reduce effectiveness of counter espionage while making it more expensive. This should make spying on humans possible.
# Influencing double as expensive.
# Asking for military access costs 500 instead of 150. This should reflect administrative problems of such situation.
# Sending expeditionary forces costs 50 instead of 0. It's not costless to send your troops over.
# GOIs priced at 500 1000 instead of 30. This is not as necessary for Abyss, but why not.
# NAP costs 500 instead of 100. It's a commitment. Breaking it costs another 500. Which makes juggling of this kind expensive, still doable. NAP would have more value as an alternative to alliance.
# Release puppet costs 500 1000 instead of 20. It's costly to set up puppet government and bribe everyone. This should eliminate puppet exploits.

Economy
# IC to supplies ratio reduced from 4 to 2.5 3. This should add to overall reduction of unit quantity.
# IC to money ratio reduced from 0.2 to 0.10 0.15. This should add to overall reduction of unit quantity.
# Max gearing bonus set to 50% instead of 65. Gearing increment reduced from 5% to 3% to slow down the time when you reach full gearing bonus.
# Upgrade cost raised from 0.5 to 0.9 0.7. This should add to overall reduction of unit quantity and introduce more generations of units fighting side by side.
# IC to TC ratio reduced from 1.5 to 1.3 1.4. This should make people think more about their production and make the game tougher overall.
# TC load from undeployed bases raised from 100 to 500.
# Trickleback ratio reduced from 0.35 to 0.25 0.3. This means less manpower is recycled from combat and make manpower management more important.
# Reinforcements manpower costs raised from 0.8 to 0.9. This would mean more manpower drained for reinforcements and make manpower management more important.
# Monthly nationalism reduction reduced from 0.05 to 0.02 0.03. This should slow the pace in which partisans stop making problems.

Combat
# Air command limit penalty raised from 0.25 to 0.65 0.40. This should penalize overstacking more. Anything above 24 units would receive more severe penalties.
# Air overstacking penalty for each unit above 2 raised from 0.02 to 0.07 0.05. Penalize killerstacks little more.
# Max airstack size set to 12 8.
# Land fort effectiveness reduced from 0.09 to 0.07. Same with coastal forts.
# Increased chance of leader receiving terrain and event trait from 1200 to 2000 1500.
# Increased chance of leader dying in combat from 0.0003 to 0.0005.
# Make CVs slightly better vs. regular air.

Research
# Increased ahead of time penalty from 0.00125 to arkred">0.0015 0.0014. To make it more harsh to research ahead.
# Mean number of inventions events raised from 4 to 8. To increase randomness little more.

Unit Costs
# Manpower cost of air units tripled.
# Manpower cost of armors increased to level of infantry.
# IC cost of air increased by 20%.
# IC cost of armors increased by 20% (incl. HArm and LArm brigades).
# IC cost of mechanized inf. increased by 10%.
# IC cost of all ground units brigades increased by 10%.
# Supply and fuel consumption of air units increased by 20%.
# Supply and fuel consumption of armors increased by 10%.