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OWB 4.1.4 General Balance Changes

Oct 21st, 2022
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  1. # 4.1.4 Tech and Global Systems Balance Changelog
  2.  
  3. General Changes:
  4.  
  5. # Miscellaneous Changes
  6.  
  7. Sizable performance improvements, particularly in the early parts of the game
  8.  
  9. Infrastructure Energy Cell Capacity per building 1.0 -> 2.0
  10.  
  11. Followers of the Apocalypse spreading/established national spirits Research Speed +2.5% -> +5%
  12.  
  13.  
  14.  
  15. # War Support, Decision and Law Changes
  16.  
  17. Some generic decisions tweaked to accommodate BBA changes to war support
  18. War Support Command Power gain positive multiplier 50% -> 40%, negative multiplier -95% -> -90%
  19. War Support from World Tension changed from scaling up to 40% to scaling up to 20%
  20. War Support Penalty on Stability when at war changed from scaling up towards 30% to scaling up towards 15%
  21. War Support in the negatives now grants a scaling penalty to non-core attack and defense, up to -10% at 0% War Support
  22. Unit Leader Trait Command Power cost 10 -> 15
  23. Every nation now begins with 10 command power at gamestart
  24. (Dev Note: This latter change exists as quality of life for nations with little to no starting generals.)
  25.  
  26. Outsider Recruitment Laws Non-Core Manpower modifiers changed from -100%/+2%/+4%/+6% to -100%/+5%/+10%/+15%
  27. No Undesirables law Resistance Target -2% -> -4%
  28. Army Wage Laws Family Stipends and Lifetime Pensions Recruitable Population Factor +2.5%/+5% -> +4%/+8%
  29.  
  30.  
  31.  
  32. # Caps Related Changes
  33.  
  34. Organizations Market adjusted:
  35. All Organizations changed to buy/sell equipment in batches of 250 instead of batches of 500. Opinion rewards and cooldowns remain unchanged.
  36. Equipment-specific buy and sell values reduced slightly for some equipment to accommodate the above change.
  37. Base Sell Price to Organizations reduced from 40% of the equipment's buy price to 30%.
  38. (Dev Note: To clarify due to the confusing wording, this reduces the amount of caps you earn yourself for selling equipment to organizations.)
  39. Some organization relation events made more frequent. Opinion penalties for some choices increased.
  40. Some organization opinion decisions adjusted in power level. Business Favor decision made cheaper.
  41. (Dev Note: Organizations are a very cool aspect of Old World Blues, and for the more hardcore player base significantly change the way the game
  42. plays and the most optimal of strategies. However, they can often be very difficult to balance. Having a reliable source of an essential like
  43. infantry equipment accessible to every nation in a flat amount as long as they have the necessary caps imposes some limitations on the ability to
  44. design great difficulty curves early in the game. Later on there are problems also, with nations being able to acquire both high level motorized,
  45. a very useful equipment since the vehicle buffs, as well as enough equipment for fireteams and demolitions to fit all their divisions well with
  46. little to no production and research required.
  47.  
  48. Organizations are part of what make the game unique, and we don't intend to ever make them irrelevant nor do we expect these changes
  49. are drastic enough to do so, but we hope that simply by not only reducing the cost efficiency slightly but also just slowing down the rate at
  50. which equipment can be accumulated, their sometimes limiting nature on interesting nation balance design can be lessened.
  51.  
  52. Given the significant nature of these changes, please be patient if further refinements are required. We look forward to feedback on this.)
  53.  
  54. Added a new caps decision for every nation to unlock an additional operative slot after acquiring enough agency upgrades
  55. Some Caps Decisions adjusted:
  56. Stimulus Decisions +0.25 -> +0.5 Node Economic Development. Base Caps Cost 200 -> 250. Cooldown 60 -> 90 days
  57. New Citizen Care Package Caps cost 200 -> 150, Duration 120 -> 160 days
  58. Military Signing Bonuses Non-Core Manpower +2.5% -> +5%, granted +15% Mobilization Speed
  59. Lift Tax on Luxury Goods Caps Cost 150 -> 100, Cooldown 140 -> 120 days
  60. Invest in Military Academies Caps cost 125 -> 100
  61. Political Bribes cooldown 50 -> 60 days
  62. Tax Breaks for Factories Node Income -45% -> -25%, Cooldown 250 -> 260 days
  63. Grain Solicitations modifier granted +5% Appeal to Refugees.
  64. Fund Vocational Institutions Caps Cost 100 -> 125 modifier Weekly Manpower -25 -> -30, Node Income -10% -> -25%. Cooldown 140 -> 150 days
  65. Repurpose Drained Energy Cells Passive Caps -5 -> -3
  66. State Funded Radio Programming Caps Income +20% -> +25%, Diplomacy Distance +20% -> +25%. Weekly Stability fixed to no longer mistakenly be a factor
  67.  
  68.  
  69.  
  70. # General Tech Changes
  71.  
  72. Tribal Tree Production Techs Production Efficiency Cap +5% -> +3%
  73. (Dev Note: Since the tribal tree was introduced, tribal nations have grown to not be quite as crippled as they once were. Furthermore,
  74. while the industrial bonuses of the tree exist to make up for the lack of high industrial tech levels for many of these nations, due to
  75. both the fact that only one level of tool tech is sophisticated and the section of Tool Scavenging techs exists, production efficiency
  76. cap is not hard to access even as a tribal nation. As such, this can allow for unnecessarily inflated industry due to the incredible
  77. strength of production efficiency cap when combined with the high efficiency retention these same techs offer. This should hopefully remedy
  78. that while still keeping the techs strong and very appealing)
  79.  
  80. Generalized Production Techs Recruitable Population Factor +2% -> +3%
  81. Specialized Production Techs Production Efficiency Growth -2% -> -3%
  82.  
  83. Resistor (Electronics Tech 2) base research time 135 -> 120 days (~11% reduction), Research Speed +2% -> +3%
  84. Vacuum Tubes (Electronics Tech 3) base research time 180 -> 150 days (~17% reduction), Research Speed +2% -> +4%
  85. Simple, Complicated and Miniaturized Circuitry (Electronics Techs 4-6) Research Speed +3% -> +4%
  86. Advanced Circuitry and ZAX Technology Research Speed +4% -> +5%
  87. (Dev Note: In previous patches where research speed has been adjusted, these techs were not properly adjusted, nor were they tweaked to give a proper
  88. return on investment. These changes should make going for early research techs to acquire the very important Radio techs less punishing for players more
  89. concerned with the early game and help the acquisition of techs in the mid and late game slightly for players that pursue these techs for that purpose.)
  90.  
  91.  
  92.  
  93. # Compliance and Resistance Changes
  94.  
  95. Occupation Law Compliance Gain Rates reduced from 0.05/0.1/0.13/0.16/0.2 to 0.03/0.06/0.09/0.12/0.15.
  96. 20% Compliance Modifier Required Garrisons -10% -> -15%
  97. 80% Compliance Modifier Recruitable Population +10% -> +20%
  98. Positive modifiers for reaching 20%, 40%, 60% and 80% compliance all granted +10% Max Building Slots
  99. (Dev Note: Non-core states have half of the building slots by default. At the max of 40% these modifiers will allow you to access 70% of the
  100. state's normal slots instead of 50%. These changes make the progress towards eventually coring states more gradual and increases the length
  101. for which compliance is relevant, increasing the benefits of compliance in tandem with its reduced gain to smooth out the reward curve.)
  102.  
  103. Coring Cost scaling increase for the state's population reduced.
  104.  
  105.  
  106.  
  107. # Agency and Operations Changes
  108.  
  109. As stated previously, added a new caps decision for every nation to unlock an additional operative slot after acquiring enough agency upgrades.
  110.  
  111. Decryption power granted by decryption upgrades increased. Cryptology granted by encryption upgrades also increased.
  112. (Dev Note: The goal with these changes is to make decrypting ciphers easier on minors but not necessarily on majors, provided they invest in
  113. cryptology.)
  114.  
  115. Smuggle Chems operation changed to give the proper country event when getting the extra operation outcome
  116. Steal Enemy Supplies Duration 30 -> 40, Normal Infantry Equipment stolen 200 -> 300, extra outcome Infantry Equipment stolen 600 -> 700
  117.  
  118.  
  119.  
  120. # World Tension Changes
  121.  
  122. All World Tension generation reduced by 40%
  123. Base tension value of states reduced by 12.5% (2 to 1.75)
  124. World Tension generated by wargoals reduced by ~30% roughly
  125. World Tension decay rate from now irrelevant threat sources increased by 40% (0.005 -> 0.007)
  126. Reduction of tension from wars when peace is completed increased by 20% (25% -> 30% reduction)
  127. (Dev Note: When a war is declared world tension is generated, and on top of tension decaying naturally over time, when that war ends a
  128. certain percentage of that tension is removed. This value was 25% of the generated tension and is now 30%)
  129. Base tension generation reduced by 25% (0.25 -> 0.2) for the following peace deal actions:
  130. Take Navy
  131. Demilitarize Zone (per state)
  132. Demand War Reparations (per state)
  133. Demand Resource Rights (per state)
  134. Dismantle Military Industry (per state)
  135. Joining a Civil War as another nation will no longer require world tension
  136.  
  137.  
  138. # AI Changes
  139.  
  140. AI Given many miscellaneous improvements.
  141. -AI will prioritize techs with a research bonus higher.
  142. -AI will abort attacks that go poorly faster.
  143. -AI will better prioritize where to make offensives and be more aggressive when their army is superior.
  144. -AI will prioritize defending and attacking Victory Points higher. This prioritization increases the larger the amount of victory points.
  145. -AI should require a higher level of advantage over the defender to attack heavily defended fronts.
  146. -XP will be better and more frequently spent by the AI.
  147. -Thresholds for the AI to deploy units in peacetime, wartime and wartime with surrender progress improved.
  148. -Improved AI political power priorities to focus more on ideas/laws.
  149. -AI will more reliably/intelligently make Military Factories when they have a high economic law, high bonus to military factory construction or are at war
  150. -AI will not devote as much industry to Air when it only has the Tribal Air Tech Level
  151.  
  152.  
  153.  
  154. Infantry, Support and Unique Unit Changes:
  155.  
  156. Platoon Training changed from +4 Organisation to Frontline Platoons to a percentual +5% to Divisions
  157. Basic Drill changed from +0.03 Recovery Rate and +3% Speed to a percentual +3% Division Recovery Rate and Speed
  158.  
  159. Enforcer Unit Organisation 55 -> 50, Air Attack -10% -> -50%, granted +10% Breakthrough modifier.
  160. Enforcer Amphibious movement -20% -> -40%, River movement -20% -> -30%, granted -20% Attack on Rivers, granted -5% Attack on Marshes
  161.  
  162. Spec Ops units granted +5% Attack and Defense on Rivers
  163. Power Armour units granted -10% Movement on Rivers
  164.  
  165. Horse Equipment Reliabilities 100% -> 95%. Resource Costs 2 Water -> 2 Water and 1 Metal
  166. Horses I Defense 6 -> 5, Horses II Defense 8 -> 7.5
  167.  
  168. Fireteam and Demolition battalions granted +10% Soft and Hard Attack
  169. (Dev Note: This is not the support company but the fireteam and demolitions infantry units.)
  170.  
  171. Anti-Air CAS Damage Reduction Factor changed from 1.4% per Air Attack to 1.2% per Air Attack
  172.  
  173. Behemoths Defense 10 -> 12, Breakthrough 19 -> 24
  174.  
  175.  
  176.  
  177. Doctrine Changes:
  178.  
  179. #Automated Warfare
  180.  
  181. Dynamic Tactics Integration Robot Speed +10% -> +15%
  182. Field Maintenance granted +1% Army Reliability, +15 Maintenance Support Units Organisation
  183. Refined Construction Robot Defense +5% -> +10%
  184. Combat Simulations granted +2% Robot Initiative
  185. War Games granted +0.1 Command Power gain
  186. Human Commanders granted +10% Planning Speed
  187.  
  188. #Conventional Warfare
  189.  
  190. Field Fortifications Walking Infantry +20% Battalion Entrenchment and +5 Organisation changed to only affect the Standard Infantry unit category instead
  191. (Dev Note: This Standard Infantry unit category is a new unit category introduced with the patch. It includes the Infantry, Elite Infantry, Fake Intel,
  192. Ghoul Infantry and Lawkeeper units like the Walking Infantry category does, but it excludes Enforcers, Warhounds and Gary units. This changed was done,
  193. therefore, in part to push conventional slightly further towards supporting the use of traditional infantry specifically.)
  194.  
  195. Coordinated Onslaught Vehicle Max Speed +5% -> +10%
  196.  
  197. Prepared Defense Walking Infantry Entrenchment +20% changed to only affect the Standard Infantry unit category instead
  198. Handheld Radios Soft Attack 2 -> 1.5, Hard Attack 1.5 -> 1, Recon 0.2 -> 0.3, Reliability 0.85 -> 0.75
  199. Soldier Level Radio Integration Frontline Platoon Initiative +2% -> +3%, Organisation +2 -> +3
  200. Forward Fire-Base Doctrine Tech Army +5% Defense changed to only affect the Standard Infantry unit category instead
  201. Forward Fire Base Equipment Reliability 100% -> 90%, Resource Cost of 1 Composite and 1 Water changed to 1 Composite and 1 Metal
  202. Rapid Redeployment granted +10% Entrenchment Speed, Forward Firebase Unit Entrenchment Bonus 4 -> 2
  203.  
  204. #Asymmetric Warfare
  205.  
  206. Improvised Obstructions Resistance Damage to Enemy Garrisons +15% -> +20%
  207. Wedge Formations Army Initiative +1% -> +2%
  208. Cannae Formations granted Infantry Combat Width -0.2
  209. Cult of Personality Resistance Growth Speed in States Occupied by the Enemy +30% -> +20%, granted +10% Resistance Damage to Enemy Garrisons
  210.  
  211. #Outsider Warfare
  212.  
  213. Early Tactical Lessons Mutant and Behemoth Initiative +1% -> +3%
  214. Adapted Armour Doctrine granted +10% Mutant and Behemoth Armor
  215. Selective Exposure granted +15% Division Experience Gain
  216. Lessons of the Past Experience Loss Factor -20% -> -30%
  217. Strategic Training Regiment granted +5% Mutant and Behemoth Breakthrough
  218.  
  219.  
  220.  
  221.  
  222. Vehicle Changes:
  223.  
  224. Motorized Enforcers movement on Forests, Mountains, Marshes and Amphibious terrains -10% -> -15%. Granted +5% Attack and Movement on Urban and Forts
  225. Motorized Enforcers Base Organization 55 -> 50, Strength 35 -> 40
  226.  
  227. Motorized Fireteams and Demoteams Base Org 15 -> 5
  228. Motorized Fireteam Base Defense -30% -> -20%
  229. Motorized Demoteam granted Base Breakthrough +10%
  230.  
  231. Tank Equipment Reliabilities 90% -> 85%
  232. Improvised Tank Defense 6 -> 8, Breakthrough 26 -> 34, Soft Attack 20 -> 24, Hard Attack 16 -> 20, Production Cost 45 -> 55
  233. Wasteland Tank Defense 8 -> 9, Breakthrough 38 -> 42, Soft Attack 32 -> 36, Hard Attack 26 -> 28, Production Cost 60 -> 65, Water Cost 3 -> 2
  234. Battle Tank 10 -> 11.5, Breakthrough 50 -> 52, Soft Attack 45 -> 48, Production Cost 75 -> 77
  235. Great War Tank Defense 12 -> 14, Breakthrough 62 -> 63, Soft Attack 60 -> 62, Production Cost 90 -> 92, Water Cost 4 -> 3
  236.  
  237.  
  238.  
  239. Air and Special Equipment Changes:
  240.  
  241. Ground Support Friendly Division Attack Bonus Cap +20% -> +15%
  242.  
  243. Restored the ability for Mini-Nukes and Artillery Shells to also be used as missiles for Close Air Support and Strategic Bombing Missions.
  244. Added Stats to Mini-Nukes and Artillery Shells to allow them to function on air missions in accordance with the above change
  245.  
  246. Barrage Balloon Range 75 -> 125, Air Attack 4 -> 20, Air Defense 2 -> 5
  247.  
  248.  
  249.  
  250. Robot Changes:
  251.  
  252. Securitron Unit Suppression 2 -> 3, Granted +5% Urban Attack and Defense
  253. Securitron Breakthrough 5 -> 5.5, Production Cost 25 -> 23
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