Raptor341 -> Slower Research mod v1 (12/6/2020 10:07:13 PM)
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Good day all, This small campaign mod addresses the issue of overly fast research that is possible due to "over-investing" in certain areas - for example, rushing Heavy Arty LVL 2 by early 1916. To combat this and keep the pace of research to more historical levels I've limited the number of research slots available for each area based on the max level in question. So in short, trenches and other 5 level research areas are only able to have a max of 2 chits in each, whereas all tech with a level below 4 is limited to 1 chit. Major change list: - 5 level research areas limited to 2 chits max (Except USA) - 4 level research areas and below limited to 1 chit max (Except USA) - The cost of each research chit increased by 25% - The max research of each major is reduced by 25% - The cost of redeploying Garrisons, Corps, Mountain Corps, and Cavalry increased from 60% to 70% - Air units are NOT available for redeployment - The cost of diplomacy chits increased by 50% - Anti-tank units are available from early 1918 onwards in a limited number (2 for GER, 1 for each other major). This is to simulate the growing investment in formal antitank units as the late war progressed. This change will likely not be felt in normal Nov 1918 end games, but if players decide to play with the automatic game end rule off they will play an increasing role in 1919. - Anti-tank and Anti-aircraft units are limited to a max strength of 5 Keep in mind this is version 1 of the mod - please message me here or via PM if you find major errors or have further suggestions. Overall, the goal was to increase the cost of research and diplomacy and keep the level of technology closer to what it was historically. Players will still need to choose where they focus their efforts, but there should be fewer wild changes in tech levels now early in the game. Cheers! Link removed due to being outdated by patch 1.03 - Awaiting updates
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