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OWB 4.1.18 Tech, Equipment and Unit Balance Changes

Mar 21st, 2023
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  1. # 4.1.18 Tech and Units Balance Changelog
  2.  
  3. General Changes:
  4.  
  5. # Trait Tweaks:
  6.  
  7. Smooth Talker Recovery Rate +10% replaced with Reinforce Rate +2.5%
  8. Beloved Leader trait Wounded Chance -50% replaced with Recovery Rate +10%
  9.  
  10. # Caps Tweaks:
  11.  
  12. Flat Caps Expenses rate increased by 8%
  13. Bolster Production organization mission caps reward lowered from 150 to 100 caps
  14.  
  15. # Decision Tweaks:
  16.  
  17. All generic weekly stability decisions Stability Requirement lowered from under 75% to under 70%, duration 100 -> 90 days, cooldown 150 -> 160 days
  18.  
  19. War Propaganda Political Power cost 75 -> 100, cooldown 200 -> 260 days
  20. Promise of Loot Tension Requirement raised from over 20% to over 40%, duration 80 -> 70 days, cooldown 200 -> 210 days
  21. Promise of Loot Weekly War Support +0.5% -> +0.3%, granted +0.3% Weekly War Support from Casualties
  22. Militarized Society War Support Requirement lowered from under 60% to under 50%, Weekly Stability -0.3% -> -0.4%, cooldown 140 -> 180 days
  23. Basic Training Appointments War Support Requirement raised from over 20% to over 25%
  24. Basic Training Appointments duration 70 -> 100 days, cooldown 170 -> 200 days, final Army Experience bonus +15 -> +5, granted +0.1 Army Experience daily
  25.  
  26. Clamp Down on Autonomy Political Power cost raised marginally at all stages
  27. Exploit Subjects duration of modifiers applied to the subject raised from 60 to 70 days, cooldown 35 -> 50 days
  28.  
  29. # Resistance and Compliance Tweaks:
  30.  
  31. Resistance target reduction for claimed states raised from -10% to -15%
  32. Resistance target of all occupation laws beside Resistance Eradication lowered by 5%
  33. (Dev Note: This change seeks to slightly increase the resistance target players will encounter without disincentivizing capturing their claimed states, which also has the side effect of making claims more valuable relatively.)
  34. Suppression requirement per resistance point decreased from 0.4 to 0.38
  35. Resistance low population cutoff raised from 3500 to 4500
  36. (Dev Note: Resistance target gets lowered for states with low and very low population respectively in both vanilla and OWB. This increases the range of what is actually considered "low population" for the purposes of that reduction.)
  37. Minimum and maximum required suppression caps changed from 4 and 97 to 5 and 90 respectively
  38. Compliance gain changed to be boosted by 50% of base gain during peace and 25% of base gain on claimed territory
  39. (Dev Note: In OWB, this base gain is 0.03, meaning an increase of 0.015 daily compliance when at peace and 0.0075 on claimed territory. These values were previously set to decimal values in OWB due to an error, and so were not functioning as was intended.)
  40. Compliance gain of all occupation laws beside Resistance Eradication lowered by a flat 0.01
  41. Outsider Laws Compliance Gain +0.02/+0.04/+0.06 -> +0.01/+0.02/+0.03
  42.  
  43. # Misc. Value Tweaks:
  44.  
  45. Starting War Support or Stability lowered and/or adjusted for most countries
  46. (Dev Note: Excluding outliers, the average was a 5% decrease. In most cases, this was a decrease to War Support, with Stability only being the secondary target of these changes.)
  47. Compliance gain modifiers slightly reduced or reworked to percentual bonuses across many countries
  48.  
  49. World Tension generation reduced by 20% from all sources
  50. Low War Support scaling penalty changed to increase Justify War Goal time by a factor of up to 40% at 0% War Support
  51. (Dev Note: Unlike the below change to a value which scales from 100% to 0%, this malus is part of the penalties that only start at below 50% War Support)
  52. War Support scaling penalty on Stability when at war changed from up to -15% at 0% War Support to up to -20% at 0% War Support
  53. Default War Support reduced from 50% to 40%
  54. (Dev Note: A large majority of nations in OWB have their war support defined, but for any which do not this is the value they will now become set to.)
  55.  
  56. Production Efficiency Gain base rate decreased by 10%
  57. (Dev Note: This value is irrespective of any other modifiers. In other words, regardless of your bonuses the gain will be 90% of what it was prior to this patch.)
  58.  
  59. Army Leader XP gain per unit decreased by 10%
  60. Army Leader XP gain overall factor decreased by 4%
  61. (Dev Note: For reference with vanilla, this value is 1 in vanilla and was 1.25 in OWB. This patch lowers it to 1.2.)
  62.  
  63. Radiation Storms Supply Consumption penalty -25% -> -10%
  64. Extreme Heat Supply Consumption penalty -50% -> -45%
  65. Wartime building destruction cooldown 30 -> 25 days
  66.  
  67. # Other Tweaks:
  68.  
  69. Added 3 new design companies for Melee weapons, Fighter technology and Bomber technology
  70. CAS designer changed to only boost CAS research and no longer provide bonuses to Bomber aircraft
  71. Motorized designers changed to boost only either light or heavy motorized technology rather than both motorized types or all vehicle technology
  72. Ballistic Weapons Designer equipment Defense +10% removed, Soft Attack +5% -> +10%
  73. Pre-War Infantry Weapons Designer Research bonuses changed from affecting all Infantry technology to only Ballistic and Melee technology
  74. Pre-War Infantry Weapons Designer equipment Breakthrough +10% -> +5%, granted Defense +5%
  75. Explosives Designer equipment Defense -15% -> -20%
  76.  
  77. Subject Overlord Consumer Goods reduction -2% -> -1% at all stages. Fourth stage modifier autonomy bonus raised from 0.25 to 0.3.
  78.  
  79.  
  80. Industry and Tribal Tech Changes:
  81.  
  82. Specialized Production Techs Production Efficiency Retention maluses -2.5% -> -3%
  83.  
  84. Soft Occupation and Civilian Education Compliance Gain +0.05 changed to Compliance Growth +10%
  85. Tribal Infantry Training techs Infantry bonuses changed to all Standard Infantry
  86. (Dev Note: The main application of this change is that the bonuses also affect Militia, but in rare cases where tribal nations may get ghouls somehow, if any exist now or in the future, this will benefit them also)
  87. Explosive Proficiency Defense +10% changed to Breakthrough +15%
  88. Covered Volley Fire granted Defense +5%
  89. Military-Purpose Changes granted Defense +5%
  90. Heavy Armor Mastery Infantry Speed +15% removed
  91.  
  92.  
  93.  
  94. Infantry, Vehicle and Unique Tech Changes:
  95.  
  96. Simple Servos granted Power Armor Supply Use -0.05
  97. Advanced Technical Armour Breakthrough 13 -> 13.5
  98. APA Mk1 Hardness 95% -> 90%, APA Mk2 Hardness 100% -> 95%
  99. (Dev Note: This APA change will have niche applications given the availability of hardness modifiers to PA equipment, but it should help marginally in some scenarios early game where APA may be encountered. More significant changes to help with this is being looked into for the future.)
  100.  
  101. Simple Tracks Tank Recovery Rate +0.01 -> +0.02. Return Rollers Tank Organisation +4 -> +3
  102.  
  103. Skate Equipment Breakthrough 2 -> 2.5, Rocket Skate Equipment Breakthrough 4 -> 5
  104. Molerat Breakthrough 1.5 -> 2
  105. Radroach Soft Attack 6 -> 6.5, Hard Attack 3 -> 2, Defense 11.5 -> 12. Radroach unit Training Time 90 -> 80
  106. Colorado Mutant Support Gehennas Soft Attack 18 -> 21, Hard Attack 6 -> 7, Piercing 6 -> 10, Breakthrough 12 -> 13, Production Cost 9 -> 8
  107. Colorado Mutant Support base unit Manpower 15 -> 30, Jungle and Forest Attack +8% -> +10%, granted -10% Attack and Defense on Rivers
  108. Plant Support granted -100% Air Attack modifier
  109. Ghoul Paratrooper tech granted a +24 bonus to Paratrooper Supply Grace
  110.  
  111.  
  112.  
  113. Robot Changes:
  114.  
  115. Support, Combat and Security Robots granted River Movement -10%. Super-Heavy Robots granted River Movement -30%
  116.  
  117. Thruster Robot Armor Values 6/10/14/18 -> 9/12/15/18
  118.  
  119. Super-Heavy Robots Mountain and Forest movement -50% -> -30%
  120. Super-Heavy Robot unit equipment requirement 10 -> 15
  121. (Dev Note: This is effectively similar to +50% production cost)
  122.  
  123. Security Robots granted +5% Attack and Defense on Fort terrain
  124. Securitron Defense 13 -> 13.5, Armor 16 -> 18, Piercing 15 -> 16
  125. Securitron third upgrade tech Hardness +20% -> +25%
  126. (Dev Note: Securitrons are not necessarily in a weak spot currently, but the targeted nature of these changes just seeks to place things like their armor and piercing into a position more in line with other robots.)
  127.  
  128. Heavy-Quadrupeds Defense 14 -> 18, Breakthrough 20 -> 26, Soft and Hard Attack 28 -> 38
  129. Ironclad Colossals Defense 16 -> 20, Breakthrough 22 -> 29, Soft and Hard Attack 32 -> 43
  130.  
  131.  
  132.  
  133. Doctrine Changes:
  134.  
  135. Researchable Doctrines XP boost cost raised from 20 to 25
  136.  
  137. # Perks and Doctrine School
  138. New Crossroads (starting Doctrine School tech) Army Experience bonus +15% -> +10%
  139.  
  140. # Automated Warfare
  141. Self Replicating Machinery Non-Combat Out of Supply Factor -10% -> -20%
  142.  
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