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- # 4.1.4 Tech and Global Systems Balance Changelog
- General Changes:
- # Miscellaneous Changes
- Sizable performance improvements, particularly in the early parts of the game
- Infrastructure Energy Cell Capacity per building 1.0 -> 2.0
- Followers of the Apocalypse spreading/established national spirits Research Speed +2.5% -> +5%
- # War Support, Decision and Law Changes
- Some generic decisions tweaked to accommodate BBA changes to war support
- War Support Command Power gain positive multiplier 50% -> 40%, negative multiplier -95% -> -90%
- War Support from World Tension changed from scaling up to 40% to scaling up to 20%
- War Support Penalty on Stability when at war changed from scaling up towards 30% to scaling up towards 15%
- War Support in the negatives now grants a scaling penalty to non-core attack and defense, up to -10% at 0% War Support
- Unit Leader Trait Command Power cost 10 -> 15
- Every nation now begins with 10 command power at gamestart
- (Dev Note: This latter change exists as quality of life for nations with little to no starting generals.)
- Outsider Recruitment Laws Non-Core Manpower modifiers changed from -100%/+2%/+4%/+6% to -100%/+5%/+10%/+15%
- No Undesirables law Resistance Target -2% -> -4%
- Army Wage Laws Family Stipends and Lifetime Pensions Recruitable Population Factor +2.5%/+5% -> +4%/+8%
- # Caps Related Changes
- Organizations Market adjusted:
- All Organizations changed to buy/sell equipment in batches of 250 instead of batches of 500. Opinion rewards and cooldowns remain unchanged.
- Equipment-specific buy and sell values reduced slightly for some equipment to accommodate the above change.
- Base Sell Price to Organizations reduced from 40% of the equipment's buy price to 30%.
- (Dev Note: To clarify due to the confusing wording, this reduces the amount of caps you earn yourself for selling equipment to organizations.)
- Some organization relation events made more frequent. Opinion penalties for some choices increased.
- Some organization opinion decisions adjusted in power level. Business Favor decision made cheaper.
- (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
- plays and the most optimal of strategies. However, they can often be very difficult to balance. Having a reliable source of an essential like
- 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
- design great difficulty curves early in the game. Later on there are problems also, with nations being able to acquire both high level motorized,
- a very useful equipment since the vehicle buffs, as well as enough equipment for fireteams and demolitions to fit all their divisions well with
- little to no production and research required.
- 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
- 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
- which equipment can be accumulated, their sometimes limiting nature on interesting nation balance design can be lessened.
- Given the significant nature of these changes, please be patient if further refinements are required. We look forward to feedback on this.)
- Added a new caps decision for every nation to unlock an additional operative slot after acquiring enough agency upgrades
- Some Caps Decisions adjusted:
- Stimulus Decisions +0.25 -> +0.5 Node Economic Development. Base Caps Cost 200 -> 250. Cooldown 60 -> 90 days
- New Citizen Care Package Caps cost 200 -> 150, Duration 120 -> 160 days
- Military Signing Bonuses Non-Core Manpower +2.5% -> +5%, granted +15% Mobilization Speed
- Lift Tax on Luxury Goods Caps Cost 150 -> 100, Cooldown 140 -> 120 days
- Invest in Military Academies Caps cost 125 -> 100
- Political Bribes cooldown 50 -> 60 days
- Tax Breaks for Factories Node Income -45% -> -25%, Cooldown 250 -> 260 days
- Grain Solicitations modifier granted +5% Appeal to Refugees.
- Fund Vocational Institutions Caps Cost 100 -> 125 modifier Weekly Manpower -25 -> -30, Node Income -10% -> -25%. Cooldown 140 -> 150 days
- Repurpose Drained Energy Cells Passive Caps -5 -> -3
- State Funded Radio Programming Caps Income +20% -> +25%, Diplomacy Distance +20% -> +25%. Weekly Stability fixed to no longer mistakenly be a factor
- # General Tech Changes
- Tribal Tree Production Techs Production Efficiency Cap +5% -> +3%
- (Dev Note: Since the tribal tree was introduced, tribal nations have grown to not be quite as crippled as they once were. Furthermore,
- 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
- both the fact that only one level of tool tech is sophisticated and the section of Tool Scavenging techs exists, production efficiency
- cap is not hard to access even as a tribal nation. As such, this can allow for unnecessarily inflated industry due to the incredible
- strength of production efficiency cap when combined with the high efficiency retention these same techs offer. This should hopefully remedy
- that while still keeping the techs strong and very appealing)
- Generalized Production Techs Recruitable Population Factor +2% -> +3%
- Specialized Production Techs Production Efficiency Growth -2% -> -3%
- Resistor (Electronics Tech 2) base research time 135 -> 120 days (~11% reduction), Research Speed +2% -> +3%
- Vacuum Tubes (Electronics Tech 3) base research time 180 -> 150 days (~17% reduction), Research Speed +2% -> +4%
- Simple, Complicated and Miniaturized Circuitry (Electronics Techs 4-6) Research Speed +3% -> +4%
- Advanced Circuitry and ZAX Technology Research Speed +4% -> +5%
- (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
- return on investment. These changes should make going for early research techs to acquire the very important Radio techs less punishing for players more
- 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.)
- # Compliance and Resistance Changes
- 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.
- 20% Compliance Modifier Required Garrisons -10% -> -15%
- 80% Compliance Modifier Recruitable Population +10% -> +20%
- Positive modifiers for reaching 20%, 40%, 60% and 80% compliance all granted +10% Max Building Slots
- (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
- state's normal slots instead of 50%. These changes make the progress towards eventually coring states more gradual and increases the length
- for which compliance is relevant, increasing the benefits of compliance in tandem with its reduced gain to smooth out the reward curve.)
- Coring Cost scaling increase for the state's population reduced.
- # Agency and Operations Changes
- As stated previously, added a new caps decision for every nation to unlock an additional operative slot after acquiring enough agency upgrades.
- Decryption power granted by decryption upgrades increased. Cryptology granted by encryption upgrades also increased.
- (Dev Note: The goal with these changes is to make decrypting ciphers easier on minors but not necessarily on majors, provided they invest in
- cryptology.)
- Smuggle Chems operation changed to give the proper country event when getting the extra operation outcome
- Steal Enemy Supplies Duration 30 -> 40, Normal Infantry Equipment stolen 200 -> 300, extra outcome Infantry Equipment stolen 600 -> 700
- # World Tension Changes
- All World Tension generation reduced by 40%
- Base tension value of states reduced by 12.5% (2 to 1.75)
- World Tension generated by wargoals reduced by ~30% roughly
- World Tension decay rate from now irrelevant threat sources increased by 40% (0.005 -> 0.007)
- Reduction of tension from wars when peace is completed increased by 20% (25% -> 30% reduction)
- (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
- certain percentage of that tension is removed. This value was 25% of the generated tension and is now 30%)
- Base tension generation reduced by 25% (0.25 -> 0.2) for the following peace deal actions:
- Take Navy
- Demilitarize Zone (per state)
- Demand War Reparations (per state)
- Demand Resource Rights (per state)
- Dismantle Military Industry (per state)
- Joining a Civil War as another nation will no longer require world tension
- # AI Changes
- AI Given many miscellaneous improvements.
- -AI will prioritize techs with a research bonus higher.
- -AI will abort attacks that go poorly faster.
- -AI will better prioritize where to make offensives and be more aggressive when their army is superior.
- -AI will prioritize defending and attacking Victory Points higher. This prioritization increases the larger the amount of victory points.
- -AI should require a higher level of advantage over the defender to attack heavily defended fronts.
- -XP will be better and more frequently spent by the AI.
- -Thresholds for the AI to deploy units in peacetime, wartime and wartime with surrender progress improved.
- -Improved AI political power priorities to focus more on ideas/laws.
- -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
- -AI will not devote as much industry to Air when it only has the Tribal Air Tech Level
- Infantry, Support and Unique Unit Changes:
- Platoon Training changed from +4 Organisation to Frontline Platoons to a percentual +5% to Divisions
- Basic Drill changed from +0.03 Recovery Rate and +3% Speed to a percentual +3% Division Recovery Rate and Speed
- Enforcer Unit Organisation 55 -> 50, Air Attack -10% -> -50%, granted +10% Breakthrough modifier.
- Enforcer Amphibious movement -20% -> -40%, River movement -20% -> -30%, granted -20% Attack on Rivers, granted -5% Attack on Marshes
- Spec Ops units granted +5% Attack and Defense on Rivers
- Power Armour units granted -10% Movement on Rivers
- Horse Equipment Reliabilities 100% -> 95%. Resource Costs 2 Water -> 2 Water and 1 Metal
- Horses I Defense 6 -> 5, Horses II Defense 8 -> 7.5
- Fireteam and Demolition battalions granted +10% Soft and Hard Attack
- (Dev Note: This is not the support company but the fireteam and demolitions infantry units.)
- Anti-Air CAS Damage Reduction Factor changed from 1.4% per Air Attack to 1.2% per Air Attack
- Behemoths Defense 10 -> 12, Breakthrough 19 -> 24
- Doctrine Changes:
- #Automated Warfare
- Dynamic Tactics Integration Robot Speed +10% -> +15%
- Field Maintenance granted +1% Army Reliability, +15 Maintenance Support Units Organisation
- Refined Construction Robot Defense +5% -> +10%
- Combat Simulations granted +2% Robot Initiative
- War Games granted +0.1 Command Power gain
- Human Commanders granted +10% Planning Speed
- #Conventional Warfare
- Field Fortifications Walking Infantry +20% Battalion Entrenchment and +5 Organisation changed to only affect the Standard Infantry unit category instead
- (Dev Note: This Standard Infantry unit category is a new unit category introduced with the patch. It includes the Infantry, Elite Infantry, Fake Intel,
- Ghoul Infantry and Lawkeeper units like the Walking Infantry category does, but it excludes Enforcers, Warhounds and Gary units. This changed was done,
- therefore, in part to push conventional slightly further towards supporting the use of traditional infantry specifically.)
- Coordinated Onslaught Vehicle Max Speed +5% -> +10%
- Prepared Defense Walking Infantry Entrenchment +20% changed to only affect the Standard Infantry unit category instead
- Handheld Radios Soft Attack 2 -> 1.5, Hard Attack 1.5 -> 1, Recon 0.2 -> 0.3, Reliability 0.85 -> 0.75
- Soldier Level Radio Integration Frontline Platoon Initiative +2% -> +3%, Organisation +2 -> +3
- Forward Fire-Base Doctrine Tech Army +5% Defense changed to only affect the Standard Infantry unit category instead
- Forward Fire Base Equipment Reliability 100% -> 90%, Resource Cost of 1 Composite and 1 Water changed to 1 Composite and 1 Metal
- Rapid Redeployment granted +10% Entrenchment Speed, Forward Firebase Unit Entrenchment Bonus 4 -> 2
- #Asymmetric Warfare
- Improvised Obstructions Resistance Damage to Enemy Garrisons +15% -> +20%
- Wedge Formations Army Initiative +1% -> +2%
- Cannae Formations granted Infantry Combat Width -0.2
- Cult of Personality Resistance Growth Speed in States Occupied by the Enemy +30% -> +20%, granted +10% Resistance Damage to Enemy Garrisons
- #Outsider Warfare
- Early Tactical Lessons Mutant and Behemoth Initiative +1% -> +3%
- Adapted Armour Doctrine granted +10% Mutant and Behemoth Armor
- Selective Exposure granted +15% Division Experience Gain
- Lessons of the Past Experience Loss Factor -20% -> -30%
- Strategic Training Regiment granted +5% Mutant and Behemoth Breakthrough
- Vehicle Changes:
- Motorized Enforcers movement on Forests, Mountains, Marshes and Amphibious terrains -10% -> -15%. Granted +5% Attack and Movement on Urban and Forts
- Motorized Enforcers Base Organization 55 -> 50, Strength 35 -> 40
- Motorized Fireteams and Demoteams Base Org 15 -> 5
- Motorized Fireteam Base Defense -30% -> -20%
- Motorized Demoteam granted Base Breakthrough +10%
- Tank Equipment Reliabilities 90% -> 85%
- Improvised Tank Defense 6 -> 8, Breakthrough 26 -> 34, Soft Attack 20 -> 24, Hard Attack 16 -> 20, Production Cost 45 -> 55
- Wasteland Tank Defense 8 -> 9, Breakthrough 38 -> 42, Soft Attack 32 -> 36, Hard Attack 26 -> 28, Production Cost 60 -> 65, Water Cost 3 -> 2
- Battle Tank 10 -> 11.5, Breakthrough 50 -> 52, Soft Attack 45 -> 48, Production Cost 75 -> 77
- Great War Tank Defense 12 -> 14, Breakthrough 62 -> 63, Soft Attack 60 -> 62, Production Cost 90 -> 92, Water Cost 4 -> 3
- Air and Special Equipment Changes:
- Ground Support Friendly Division Attack Bonus Cap +20% -> +15%
- Restored the ability for Mini-Nukes and Artillery Shells to also be used as missiles for Close Air Support and Strategic Bombing Missions.
- Added Stats to Mini-Nukes and Artillery Shells to allow them to function on air missions in accordance with the above change
- Barrage Balloon Range 75 -> 125, Air Attack 4 -> 20, Air Defense 2 -> 5
- Robot Changes:
- Securitron Unit Suppression 2 -> 3, Granted +5% Urban Attack and Defense
- Securitron Breakthrough 5 -> 5.5, Production Cost 25 -> 23
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