So I've been testing a tiny mod that makes the below scaling changes, essentially all armies have 5-10x their vanilla stats, costs and 2x build times. This means that on average you'll only be building 1-5 armies rather than 10-50 armies for various invasions. So, less clicks. And, to me, it feels quite nice - particularly when I got hold of clone armies and no longer had to build nearly as many to get the job done.
Still need to play to late game to see what late-wars are like, and how the AI handles it, as there are a few ways it tries to control its num armies, but not click-spamming 100 times feels a lot nicer already.
Define changes to make next
It's worth noting an interesting side-effect of increasing army HP/DMG across the board, based upon the below defines (unchanged) my armies (above pics) after a single battle against a handful of enemy armies are "experienced". Army %modifiers also have a larger impact as they work off a larger mathematical base now.
General XP could do with a buff though. Maybe Passive XP for generals set on planets ("drilling Defence armies") should be a thing - doubled rate if a military academy is present.
One other thing that might be nice for flavour is auto-spawning a rank 1 general at the start of a battle for defending worlds under attack, making this a rank 2 general if any fortresses present / if it's a stronghold world and rank 3 if a military academy is present, and then removing them again at the end of the battle.
Also trying to see if I can cut off 100% of resource output, trade generated, pop upkeep, district upkeep & building upkeep from occupied worlds.
However altering the static modifier for occupation doesn't actually seem to do anything. May need to write up an event that adds my own "occupation" modifier - though this is more effort and is starting towards adding occupation levels, like using decisions to control how brutal/cooperative your occupied armies are on a world vs the locals (and possibly adding partisans/resistance fighters on occupied worlds, maybe influenced by occupier/local ethics - could be cool with 3.0/espionage).
And thats pretty much all that you can do with modding armies right now, it seems, without getting into bigger changes like
Defines changes madeDefense Armies (xX vanilla values)
# HP-DMG/Morale-DMG = x 15 NOTE: Organic Morale dmg auto calculated, may need to manually define if weird scaling.
# Health_pts/Morale_pts = x 10
# Other stats (collateral dmg, War Exhaustion on death) = x 3
# Build time / Build cost / Upkeep cost = N/A
Occupation Armies (xX vanilla values)
# HP-DMG/Morale-DMG = x 10 NOTE: Organic Morale dmg auto calculated, may need to manually define if weird scaling.
# Health_pts/Morale_pts = x 10
# Other stats (collateral dmg, War Exhaustion on death) = x 3
# Build time / Build cost / Upkeep cost = N/A
Assault Armies (xX vanilla values)
# HP-DMG/Morale-DMG = x 10
# Health_pts/Morale_pts = x 10
# Other stats (collateral dmg, War Exhaustion on death) = x 3
# Build time = x 2
# Build cost = x 5
# Upkeep cost ("produced" for some event armies) = x 5
Event Armies (xX vanilla values)
# HP-DMG/Morale-DMG = x 10
# Health_pts/Morale_pts = x 10
# Other stats (collateral dmg, War Exhaustion on death) = x 3
# Build time = x 2
# Build cost = x 5
# Upkeep cost ("produced" for some event armies) = x 5
Code:
WAR_EXHAUSTION_ARMY_KILLED_MULT = 1.25 #0.25 # Multiplier of war exhaustion gained from land battles (armies)
Still need to play to late game to see what late-wars are like, and how the AI handles it, as there are a few ways it tries to control its num armies, but not click-spamming 100 times feels a lot nicer already.
Define changes to make next
Code:
ARMY_MILITARY_POWER_SCALE = 0.25 #### CHANGE TO 0.025 TO KEEP VANILLA(ISH) ARMY FP VALUES.
ARMY_MILITARY_POWER_EXPONENT = 0.65 # math: power = ( ( effective_health * damage_per_day ) ^ exponent ) * scale
It's worth noting an interesting side-effect of increasing army HP/DMG across the board, based upon the below defines (unchanged) my armies (above pics) after a single battle against a handful of enemy armies are "experienced". Army %modifiers also have a larger impact as they work off a larger mathematical base now.
It normally takes a good bit longer than that to get them ranked up (not that most people notice, or care, about army-unit ranks, tbf). Generals still rank slowly. Not sure if i should tweak these defines or leave them as is, I kind of like having faster army XP, and only using handfuls of armies in general means I might (occasionally) pay attention to such stats.ARMY_EXP_GAIN_DAMAGE_DEALT = 2.0 # Gained each time army deals damage
ARMY_EXP_GAIN_DAMAGE_TAKEN = 1.0 # Gained each time army takes damage
ARMY_EXP_EXPERIENCED = 100 # Amount of exp to reach experienced rank
ARMY_EXP_VETERAN = 1000 # Amount of exp to reach veteran rank
ARMY_EXP_ELITE = 10000 # Amount of exp to reach elite rank
General XP could do with a buff though. Maybe Passive XP for generals set on planets ("drilling Defence armies") should be a thing - doubled rate if a military academy is present.
One other thing that might be nice for flavour is auto-spawning a rank 1 general at the start of a battle for defending worlds under attack, making this a rank 2 general if any fortresses present / if it's a stronghold world and rank 3 if a military academy is present, and then removing them again at the end of the battle.
Also trying to see if I can cut off 100% of resource output, trade generated, pop upkeep, district upkeep & building upkeep from occupied worlds.
Code:
occupation = {
pop_happiness = -0.50 #-0.10
planet_jobs_produces_mult = -1.0 #-0.5
planet_jobs_upkeep_mult = -1.0 #-0.5
planet_pops_upkeep_mult = -1.0 #-0.5
pop_growth_speed_reduction = 0.5
planet_immigration_pull_mult = -1.0 #-0.5
planet_stability_add = -10 #Subtract 10 stab.
planet_crime_mult = 0.5 #50% more crime
planet_crime_no_happiness_mult = 0.5 #50% more crime ##"No happiness" is for Gestalts I think.
}
And thats pretty much all that you can do with modding armies right now, it seems, without getting into bigger changes like
- moving them over to also being a ship component(destroyer only? so they have a reason to exist besides PD?), and trying to coax the AI into using them decently.
- Giving army ships a guided weapon that fires assault pods (basically missiles) at enemy ships, triggering a "boarding" script when the ship is knocked out.
- adding "back-line troops" (defence troops with huge damage and 0 morale that instantly "break" in invasions, but keep firing from the back line of combat - like "fortress artillery", giving defence armies an interesting twist without straight-buffing them).
- Adding extra, situational general traits or army modifiers - [planet-type: continental/gaia etc OR "Urban world"/"Industrial world"] invader/defender +damage/devastation.
- tweaking #armies permitted per species (currently 1 army per pop, but this could be reduced, or even be based on base value + #soldier jobs rather than #pops_of_speciesX directly).
- or weird effects like temples damaging undead armies, converting armies to fight for you mid-battle/raising them as husks, or bio-weapons (as planet modifiers or scripts) that damage all enemy armies simultaneously over time -- this would make invading a hive-world truly difficult, when the fleshy world itself fights back.
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