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OWB 4.2.4 Tech, Equipment and Unit Balance Changes

May 12th, 2023 (edited)
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  1. # 4.2.4 Tech and Units Balance Changelog
  2.  
  3. General Changes:
  4.  
  5. # Caps Decisions and Laws Changes
  6. (Dev Note: The tl;dr of the first section of changes is that caps decisions are having their durations and cooldowns all
  7. standardized to increments of 90 in order to be synced with quarterly income periods for simplicity, and have in some cases
  8. been given effect changes to go alongside this so as to ensure their balance lands in a desirable place with said duration and
  9. cooldown changes.)
  10.  
  11. Military Academy Investment Caps Cost 110 -> 100, Duration and Cooldown 120 -> 90 Days
  12. Tax Breaks for Factories Duration 120 -> 90 Days, Caps Cost 70 -> 50, Cooldown 240 -> 180 Days
  13. Fund Vocational Institutions Duration 100 -> 90 Days, Caps Cost 125 -> 150
  14. Support Sanitation Development Duration 80 -> 90 Days, Cooldown 100 -> 90 Days
  15. Expand Slipways Duration 120 -> 180 Days, Caps Cost 210 -> 175, Cooldown 140 -> 180 Days
  16. Grain Solicitations Cooldown 100 -> 90 Days
  17. Repurpose Drained Energy Cells Duration 200 -> 180 Days, Cooldown 80 -> 90 Days
  18. Purchase Better Drills Duration 230 -> 270 Days, Caps Cost 230 -> 250, Resource Gain Efficiency +45% -> +30%, Cooldown 50 -> 90 Days
  19. State-Funded Radio Programming tech pre-requisite moved from 2279 Radar Tech (Improved Decimetric) to 2278 Radar Tech (Decimetric)
  20. State-Funded Radio Programming Duration 150 -> 180 Days, Weekly Stability 0.003 -> 0.002, Cooldown 100 -> 90 Days
  21. War Bonds Duration 290 -> 270 Days, Cooldown 300 -> 270 Days
  22. Political Bribes Duration 150 -> 180 Days, Cooldown 60 -> 90 Days
  23. New Citizen Care Packages Resistance Growth -5% changed to Resistance Decay +5%, Caps Cost 175 -> 200, Cooldown 60 -> 90 Days
  24. Lift Tax on Luxury Goods Cooldown 120 -> 90 Days
  25.  
  26. Invest in Small Businesses Caps Cost 15 -> 20
  27. (Dev Note: The increased availability of caps from 4.0 allowing nations without nodes to sell equipment off to organizations
  28. and the addition of small flat caps amounts from sources such as lower tier Trade Laws or the Entertainment Company major
  29. business means that caps are more easily obtained by the minor nations this decision is intended to benefit. Thus, we feel an
  30. increase to the decision's cost is warranted.)
  31. Invest in Small Businesses requirement changed from less than 12 Civilian Factories to less than 25 Factories in Owned States
  32. (Dev Note: "Less than 25 Factories in Owned States" does mean that more than civilian factories are now counted, but this
  33. change is primarily for the part of counting the factories owned regardless of their availability.
  34.  
  35. Rest in peace to the minor exploit we're sure many of you have gotten into the habit of by now, that being trading your civs
  36. away and then stopping the trade to be able to take the Small Businesses decision from a far higher count of civilian factories
  37. than intended. We've been aware of it for a very long time and allowed it to exist, but given the recent trend of fighting
  38. industry power creep coupled with trying to promote the caps economy, Invest in Small Businesses being more than just a catchup
  39. mechanic for smaller nations has become more undesirable than it previously was.
  40.  
  41. I assure you that even some of us will miss rigging the system for that sweet construction and factory bonus, but it is
  42. ultimately for the better of the mod's economy to do so. This change also has the added benefit of standardizing the decision
  43. to not have its availability be slanted in favor of nations with a high military factory count and low civilian factory count.)
  44.  
  45. Army Wage Laws Family Stipends and Lifetime Pensions Army Experience Gain changed from +10% and +20% to +5% and +10% respectively
  46.  
  47. # Occupation Changes
  48. Wasteland Pacification occupation law Required Garrisons +200% -> +150%
  49. Wasteland Eradication occupation law Required Garrisons +250% -> +200%
  50.  
  51. Resistance Activity minimum Garrison Armor Penetration chance reduced from 0.05 to 0.04
  52. Garrison Equipment Loss ratio per attack reduced from 0.02 to 0.018
  53.  
  54. Lowered Subject Manpower Requirement to Overlord and Manpower Access for Colonial Divisions for the following autonomy states:
  55. Ejército Mexicano Mexican Protectorate (75% -> 70%) (Also adjusted to a minimum of 10% autonomy rather than 1%)
  56. Caesar's Legion and Lanius Tribal Subject (Subject Requirement 60% -> 55%, Colonial Division Manpower Access 70% -> 55%)
  57. Desert Rangers Deputy (70% -> 65%) and Sheriff (40% -> 35%)
  58. NCR Incorporated Territory (85% -> 70%)
  59. Legion Client State Civilian Industry to Overlord +10% -> +20%
  60.  
  61. # Other Changes
  62. Desert terrain Sickness chance +100% -> +75%
  63. Ranger Unit Leader trait Spec Ops Attack/Defense +5% -> +2.5%
  64.  
  65.  
  66.  
  67. Infantry and Support Changes:
  68.  
  69. Warrior Training Mobilization Speed +5% removed
  70.  
  71. Crowd Gear Armor 13 -> 15
  72. Riot Gear Armor 23 -> 25
  73.  
  74. HERMES Armour Piercing 14 -> 15
  75.  
  76. Reliability reduced from 95% to 90% for the following Power Armor equipment: Composite T-45, Mobile T-51c, Hardened T-51b, APA, APA MKII
  77. Vault-Tec Power Armour Defense 3 -> 4, Cell Usage 0.3 -> 0.2
  78. APA and APA MKII Max Speed 6 -> 5.5
  79.  
  80.  
  81.  
  82. Robot Changes:
  83.  
  84. Moved the start years to be one year earlier for the following technologies:
  85. Protectron Mk 1
  86. Mr Handy
  87.  
  88.  
  89.  
  90. Doctrine Changes:
  91.  
  92. # Asymmetric Warfare
  93. Foraging Army Defense +5% changed to Army Recovery Rate +0.1
  94. Cannae Formations Attrition -10% -> -15%
  95. The Legion Light Special Forces Soft and Hard Attack +10% changed to all Special Forces
  96. Nightstalker Tactics Army Recovery Rate +0.1 -> +0.05, Army Defense +5% -> +10%
  97.  
  98.  
  99.  
  100. Unique Tech Changes:
  101.  
  102. Old World Armour tech Urban Attack and Defense +10% -> +5%
  103. Reorganization of the Rangers Spec Ops Soft and Hard Attack +5% removed, replaced with Breakthrough +5% and Organisation +5
  104. Horns of Moroni Chem Company Trickleback +10% replaced with Experience Loss -10%, granted Army Trickleback +1%
  105. Centurions tech Infantry Organisation +3 -> +5
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