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- # 4.1.12 Tech and Units Balance Changelog
- VERY IMPORTANT NOTE:
- Due to a massive, multilayered bug with Vanilla HOI4 we discovered right before this patch was set to originally release, all unit modifiers in technologies for Fuel Consumption (dubbed Cell Usage in OWB) and a large amount of National Spirit modifiers to Equipment or Unit Cell Usage have been removed and replaced. This is because the math for these values turns out to be fundamentally broken on multiple levels. Not only would modifiers dubbed "fuel_consumption_factor" and "fuel_consumption" in the code actually do the reverse of their name, with factor applying a flat modifier and vice versa, but modifiers would actually be applied in both ways simultaneously in certain scenarios, leading to wildly extreme and completely mathematically inaccurate shifts in Fuel Consumption values by orders of magnitude. The effects of this are evident in how wildly having or not having these fuel consumption modifiers would affect the consumption of a nation's units, which has no doubt played an enormous role in the differing opinions on last patch's increases to equipment Cell Usage.
- The nature of this bug being so dramatic with regards to Fuel Consumption means that many changes had to be revised or outright scrapped rather suddenly and the large majority of this log was written before this was found out. In particular, the change found not far below this section which raises Fuel Production per Energy from 0.25 to 0.35 was previously going to be a change to 0.28 and was raised in order to compensate for the removal of these modifiers until a better long-term solution can be implemented. Please keep this in mind as you read, many dev notes were also written before the bug was found. If the resulting patch winds up causing major problems for fuel consumption and fuel production, we will be sure to adjust the values involved as soon as possible.
- General Changes:
- # Value Changes
- Base Monthly Population Growth Rate increased by ~6.6%
- Starting Command Power 10 -> 20
- War Support Non-Core Attack and Defense penalties scaling increased by 20% (Max of -10% -> -12%)
- War Support Recruitable Population Factor changed from +0% -> +10% over 50% -> 100% War Support to -5% -> +5% over 0% -> 100% War Support
- (Dev Note: If the wording is confusing then for example this means a War Support of 0% grants -5%, 25% grants -2.5%, 50% grants 0%, 75% grants +2.5%, and 100% grants +5%)
- # Fuel Changes
- Default Starting Fuel increased from 10% of stockpile to 25%
- Base Fuel Gain and Fuel Gain per Energy increased from 0.25 to 0.35
- Infrastructure Max Fuel +2k -> +1k
- (Dev Note: This patch contains multiple changes related to fuel gain, from unit cell usage increased to caps decision tweaks to industry tech changes. This is something which may seem counterintuitive: Why bother to make energy consumption higher if you're just going to raise production at the same time? The main reason for the change is to compensate for the increased consumption slightly in a way which places greater worth on controlling, producing or trading for a strong power supply. We will continue to monitor the practical effects of this change to ensure it does not become unreasonably costly or tedious to acquire a substantial enough energy supply for your needs, but I'd also like to go into a bit more detail on why this is actually desirable from a developer perspective for anyone interested.
- Conflicts between what's most flavorful, realistic and faithful to Fallout's world and what's best for balance and fun come up from time to time with subjects like these. A goal as of late has been to make OWB better reflect, however slightly, the scarcity that comes with a post-apocalyptic setting. Many great quests in the games, such as That Lucky Old Sun and The White Wash from New Vegas or the literal main quest in the original Fallout, all demonstrate the importance of access to and control over natural resources. The same could be said for Hoover Dam as well, a location which is not only central to New Vegas but also arguably central to OWB as well, given both the narrative importance placed on the battle between the two superpowers on either side of the river and the manner in which each new region expanded outward from it. It's possible that these changes will make energy deficits too difficult to compensate for even with investment in the relevant techs and decisions, and ultimately gameplay will still come before flavor and themes. However, every time key values in the game have been made less abundant (war support or stability, supply, resources, fuel, etc), steps have also been taken to make sure that with proper investment and planning a player can overcome these obstacles rather than be left facing a brick wall they cannot surpass. If fuel becomes too tedious or challenging to acquire and manage, we will be sure to rectify that.)
- # Caps Expenses Changes
- All Unit Caps Expenses increased by ~3%
- Caps Expenses Exponential Cost scaling increased by ~14%
- (Dev Note: For those unaware, Caps Expenses for units are a part linear, part exponential calculation. A majority of the cost amount comes from the flat increase in cost, but there is also a slight exponential increase based on the number of battalions. For a reference point, ignoring any unit specific costs, this change moves the number of battalions you'd need for your expenses to be doubled from 3500 to 3000, aka 300 20 Width Infantry Divisions. Having your expenses be increased by 50% would now occur at 1500 Battalions. These targets are and will remain high, as the exponential cost is mostly meant to be a factor which limits extreme peaks in the endgame without a strong economy and trade nodes rather than a significant burden on normal gameplay)
- Militia and Lawkeeper Battalion Caps Cost modifier decreased from 80% to 65%
- Support Companies Caps Cost modifier decreased from 90% to 85%
- Tanks Caps Cost modifier increased from 150% to 175%
- (Dev Note: To clarify, these modifiers are applied to the caps costs of the unit. This means the lower the percent, the cheaper the unit. These values can all be viewed on the top of the Division Deployment tab)
- # Caps Decision Changes
- Expand Slipways changed to be unlocked by the first intermediate Construction tech rather than the first intermediate Generalized Production tech
- Added new Caps Decision "Support Sanitation Development" to the first intermediate Generalized Production tech, which adds Building Slots and some Water to a state
- Lift Taxes on Luxury Goods Caps Cost 100 -> 125, Caps Income -18% -> -15%
- Invest in Military Academies Caps Cost 100 -> 125, granted Army Training Time -5%
- State Funded Radio Programming Duration 180 Days -> 170 Days, granted Political Power Gain +0.05, Cooldown 90 Days -> 100 Days
- Fund Vocational Institutions Manpower Requirement 1500 -> 1800, Weekly Manpower -30 -> -32, Cooldown 150 Days -> 180 Days
- Repurpose Drained Energy Cells Duration 180 Days -> 200 Days, Flat Caps Income Penalty -3.0 -> -5.0
- # Law Changes
- (Dev Note: Many of the unique sets of conscription laws were also changed. Check the bottom of the changelog for details on any not listed here)
- Outsider Laws Non-Core Manpower -100%/+5%/+10%/+15% -> -20%/+4%/+8%/+12%
- Underiables Laws Conscription Factor -10%/-5%/0%/+5% -> -10%/-7%/-3%/0%, Resistance Target -3%/+0%/+3%/+6% -> -4%/+0%/+2%/+4%, Division Attack +0%/+2.5%/+5%/+7.5% -> +0%/+2%/+4%/+6%
- Settler Conscription Laws Conscription and Mobilization Speed +4%/+6%/+8%/+10%/+12%/+15%/+18% -> +3%/+5%/+7%/+9%/+12%/+15%/+18%
- (Dev Note: War Never Changes mistakenly had +20% Mobilization Speed, which has now been decreased to 18%)
- Settler Conscription current Stability debuffs of -5%/-10%/-15%/-20% replaced with Factory Output +0%/-5%/-15%/-25%, Service Until Dismissal and War Never Changes granted Stability -10%/-20%
- Settler Conscription Training Time debuffs +5%/+10%/+15%/+20% -> +10%/+20%/+30%/+45%, Caps Income +10%/+5%/+0%/-5%/-10%/-15%/-20% -> +10%/+5%/+0%/-5%/-10%/-15%/-20%
- Tribal Conscription Laws Conscription +4%/+8%/+12%/+16%/+20% -> +3%/+6%/+10%/+14%/+18%, Research Speed +20%/+10%/+5%/+0%/-10% -> +20%/+10%/+0%/-10%/-20%
- Tribal Conscription Born Warriors Organization +5%/+0%/+0%/+0%/-5% changed to Recovery Rate +10%/+7%/+5%/-2.5%/-10%
- Tribal Conscription Construction Speed +25%/+10%/-10%/-15%/-20% -> +20%/+5%/-10%/-20%/-30%
- Raider Conscription Laws Conscription +5%/+7%/+9%/+11%/+15% -> +4%/+6%/+9%/+12%/+15%
- Raider Conscription Petty Gang Conscription and Raider Bands Research Speed +10% and +5% replaced with Mobilization Speed +10%/+5%
- Raider Conscription Supply Consumption -5%/+3%/+5%/+7%/+10% -> -5%/+0%/+5%/+10%/+15%, Reinforce Rate +0%/+3%/+5%/+7%/+10% -> +0%/+2%/+3%/+4%/+5%
- Mexican Conscription last 3 laws Division Attack and Defense +2.5%/+5%/+10% -> +2.5%/+5%/+7.5% and granted Stability -5%/-10%/-15%, final law granted Factory Output -10%
- Ghoul Conscription Laws Conscription +3%/+6%/+9%/+25% -> +4%/+8%/+12%/+22%, Stability +20%/+10%/+0%/-20% -> +10%/+5%/+0%/-20%, all laws granted Conscription Factor -20%
- Ghoul Conscription Division Attack +10%/+5%/+0%/+10% -> +5%/+2.5%/+0%/+10%, first two laws granted Training Time -10%/-5%
- (Dev Note: You can safely assume unique sets of Conscription Laws with more or less the same effects as one of the sets of generic Conscription Laws received similar changes. Given that conscription laws have an enormous impact on the game, changes to them often have to be gradual and iterative. As a result there is a higher likelihood of additional changes being done in the patches that follow, changes which may even counteract these as they find new direction)
- Brotherhood Conscription Laws Organization +5%/+5%/+3%/+3%/+0% -> +5%/+3%/+1%/-1%/-3%, Scribes Law Training Time -5% -> +0% and War Support +7% -> +5%, Initiates Law Special Forces Capacity +40 -> +20
- Infantry Changes:
- Added a new "Infantry and Special Forces" unit category comprising every unit within both roles, primarily for the sake of more concise automatic tooltips in the future
- Additional Plating tech Enforcers and Motorized Enforcers Hardness +25% -> +20%
- Basic Spec Ops and Power Armour techs (besides Tier 1 PA Equipment) Research Times reduced by ~9%
- Intermediate Spec Ops and Power Armour techs Research Times reduced by ~4.5%
- Stealth Boys tech Research Time increased by 10%
- Power Armour Frame Breakthrough 2 -> 4, Reliability 95% -> 90%, Production Cost 7 -> 6.5
- Stripped PA Reliability 80% -> 85%, Production Cost 9 -> 8.5
- Vehicle Changes:
- Tyre Profile and Wet Stowage Vehicle Techs HP +20% -> +15%, Rubber Refinement tech Max Speed +5% -> +3%
- Engine Overclocking Vehicle Cell Usage +5% Removed, Reliability -2% -> -3%
- Gun Ports Vehicle Tech Soft Attack +10% -> +8%, Hard Attack +5% -> +4%, Max Speed -10% -> -8%
- Advanced Fuels Vehicle Cell Usage -20% Removed, replaced with Vehicle Supply Use -0.1
- Vacuum Sealing Vehicle Org +5 -> +3, Hot and Cold Acclimatization +50% -> +40%
- Simple Tracks Tank Max Speed +10% -> +8%, granted Tank Recovery Rate +0.01
- Chariots Max Speed 9.5 -> 9
- Robot Changes:
- Light Robot Suppression 0.5 -> 0.8
- Combat Robots Energy Cost 2/3/3 -> 1/2/3
- Super Heavy Robot Energy Cost 4/5 -> 3/4
- Fission Batteries tech Robot Cell Usage -10% removed, replaced with Robot Defense +5%
- Armour Hardening tech Robot +20% Suppression removed, Armor +10% -> +12%
- Advanced Power Systems Robot Cell Usage -10% removed, granted Robot Supply Use -0.05
- Thruster Engines tech Robot Recovery Rate 0.02 -> 0.03
- Securitron Reliability 95% -> 85%, Command Navigational Program granted Securitron Reliability +5%
- Support Changes:
- Makeshift SAW Air Attack 4 -> 3
- Ballistic Fireteam Equipment Air Attack 7/11/15 -> 6/9.5/13
- Laser Fireteam Equipment Air Attack 8/12/16 -> 7/10.5/14
- SMMG Air Attack 18 -> 16
- Dog Upgrade techs Dog Support Suppression +20% -> +15%, Warhound Suppression +10% -> +5%
- Chems Support Base Recovery Rate 0.35 -> 0.4, Mobile Chems Support Recovery Rate 0.4 -> 0.45
- Doctrine Changes:
- Doctrine Tactics counters changed: rather than both the offensive and defensive tactics for Automated Warfare, Refined Warfare, Conventional Warfare and Asymmetric Warfare both countering the same doctrine,
- doctrines now either counter on the offensive the same doctrine they get countered by on the defensive or vice versa. This has the following effects:
- Automated Warfare counters Asymmetric Warfare on the Defense instead of Refined Warfare
- Refined Warfare counters Automated Warfare on the Attack instead of Conventional Warfare
- Conventional Warfare counter Refined Warfare on the Defense instead of Asymmetric Warfare
- Asymmetric Warfare counters Conventional Warfare on the Attack instead of Automated Warfare
- # Automated Warfare
- Rushed Production Robot Cell Usage -10% removed, replaced with Reinforce Rate +2%
- Field Maintenance Army Cell Usage -10% removed, replaced with Army HP +10%
- # Refined Warfare
- Rapid Deployment Infantry Max Speed +10% changed to Infantry and Special Forces
- Non-Discriminatory Targeting Special Forces Capacity +20 moved to Airborne Assaults, Army Defense +5% changed to Breakthrough +5%, Soft and Hard Attack +5% changed to Soft Attack +10%
- Non-Discriminatory Targeting granted -10% Resistance Damage to Garrisons, Occupation Appeal -10% replaced with Compliance Growth -20%
- Airborne Assaults Encirclement Penalty -15% changed to Paradrop Organization +10%, Paradrop Supply Grace +72 changed to Special Forces Supply Grace +24
- Scorched Earth Army Defense +5% removed, Breakthrough +5% -> +10%, Population Nomadicity +25% replaced with -10% Non-Core Manpower
- # Conventional Warfare
- Field Fortifications Standard Infantry +20% Entrenchment and +5 Org changed to affect all Walking Infantry
- Rapid Motorised Deployment Infantry Recovery Rate +0.10 and Max Speed +5% changed to Army Recovery Rate +0.10
- Armoured Assault granted Vehicles +5% Speed
- # Outsider Warfare
- Outsider-Inspired Warfare Mutant Soft and Hard Attack +15% -> +12%. Behemoth Soft and Hard Attack +5% -> +6%, Organisation +3 -> +2
- Air Changes:
- Land Unit Air Attack damage reduced by ~14%
- Air Superiority Enemy Defense Penalty increased by 20% (Max of 15% -> 18%)
- Transport Plane Air Wing Size 25 -> 50
- (Dev Note: Apparently changing Transport Planes to wing sizes of 25 makes paradropping impossible... it's unlikely this bug will be fixed because Vanilla uses 100 Air Wing size for practically everything, but at least until then if not permanently they will have to return to wing sizes of 50 in OWB)
- Glider Air Attack 4 -> 4.5
- Barrage Balloons Air Attack 22 -> 24
- Industry Changes:
- Scavenged Tools Production Efficiency Base +3% -> +2.5%
- Improvised Tools Production Efficiency Growth +2% -> +2.5%
- Industry Planning Max Factories in a State +6% -> +5%, Production Efficiency Base +8% -> +5%, Production Efficiency Retention +8% -> +10%
- Generalized Production Techs Recruitable Population Factor +3% -> +2%, Max Factories in a State +12% -> +13%
- Multipurpose Equipment Free Repair +5% -> +2.5%, Energy Cell Gain per Energy +5% -> +10%
- Additional Unique Law Changes:
- Legion Conscription Laws Conscription +6%/+10%/+14%/+17%/+20% -> +5%/+8%/+12%/+16%/+20%
- Legion Conscription Laws Mobilization Speed +5%/+0%/-5%/-10%/-15% -> +10%/+0%/-10%/-20%/-30%, Offensive War Stability +10%/+15%/+20%/+25%/+30% -> +10%/+12.5%/+15%/+17.5%/+20%
- Two Sun Conscription Laws Conscription +4%/+8%/+12%/+16%/+20% -> +3.5%/+6%/+9%/+12%/+16%, Fuel Gain from Energy and Generators +5%/+10%/+15%/+20%/+25% -> +4%/+8%/+12%/+16%/+20%
- Navajo Conscription Laws Conscription +4%/+8%/+12%/+16%/+20% -> +4%/+7%/+10%/+14%/+18%, Spec Forces Attack +3%/+6%/+9%/+12%/+15% -> +2%/+4%/+6%/+8%/+10% and Capacity +3%/+6%/+9%/+12%/+15% -> +1%/+2%/+3%/+4%/+5%
- Shale's Army Conscription Law Conscription +12% -> +10%
- Unity of Austin Conscription Law Conscription +14% -> +12%
- Ironmongers Conscription Law Conscription +15% -> +13%
- Lone Star final Conscription Law Stability -2% -> -4%, Conscription +15% -> +14%
- Texas Brotherhood standard Conscription Laws Conscription +2%/+5%/+8%/+12%/+16% -> +2%/+5%/+8%/+11%/+14%
- Texas Brotherhood Paladins Law Justify Wargoal Time -30% -> -20%, Training Time -20% -> -10%, Core Attack/Defense +10% -> +8%
- Last Patrol Conscription Law Ghoul Attack +15% -> +12% granted Conscription Factor -10%
- Far Son Conscription Law Division Organization -5% -> -10%
- Ouroboros Conscription Law granted Conscription Factor +6%
- Strathcommune Conscription Laws Conscription and Mobilization Speed +10%/+12%/+20% -> +9%/+12%/+16%, granted Factory Output -5% to 2nd law, 3rd law Factory Output -5% -> -10%
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