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- # 4.0.6 Tech Balance Changelog
- General Changes
- Coastal Fort Construction Cost 500 -> 750
- (Dev Note: Because of OWB's wide use of HOI4's sea zone crossings to represent river crossings, coastal forts actually are far more useful. Whereas Outposts and Land Forts
- actually don't work on attacks over crossings, Coastal Forts do, and so their cost ought to be similar to Outposts given that this makes them less niche compared with vanilla)
- Infrastructure Resource Bonus changed from 20% per level to 10% per level
- (Dev Note: Vanilla's numbers of a 20% resource bonus were previously unchanged despite OWB infrastructure using the old numbers, that is costing 3000 per level and having a max
- of 10 per state. This effectively doubles the resource values of every single state, something which dramatically increased resource yield at all stages of the game to be far
- too inflated and made the need to import resources almost a non factor for most nations. This should help adjust this to more properly reflect the resource scarcity of
- Fallout's world.)
- Infrastructure Fuel Capacity bonus increased from .2k to .5k (200 to 400)
- Infrastructure updated to give construction bonuses to: Radar Stations, Anti-Air, Coastal Forts, Bunkers, Outposts, Supply Nodes, Naval Bases, Air Bases, and (for futureproofing)
- Railways.
- Added 3 new caps decisions which are unlocked by researching technologies:
- "Fund Vocational Institutions" which is unlocked by Artisan Guilds (Specialized Production Tech 3)
- "Repurpose Drained Energy Cells" which is unlocked by Recycling (Recycling Tech 4)
- "State Funded Radio Programming" which is unlocked by Improved Decimetric Radar (Radar-Detection Tech 3)
- Recycling Techs (Excluding the first) Production Efficiency Retention +3% -> +5%. All Recycling Techs granted +3% Free Repair
- Communication Techs Refugee Assimilation Factor +2% -> +2.5%
- Unassimilated Refugee Stability penalty scaling and Political Power cost scaling increased by 10%
- Radar Techs granted +15 Diplomacy Distance and +1% Refugee Assimilation Factor
- Caravan Equipment Production Cost 35 -> 40
- Research Changes:
- Enforcer Tech research times +10%
- Spec Ops, Horses and Power Armor research times +10%
- Mobile Support Companies research times +25%
- Land Doctrine research times +20%
- Land Doctrine XP research boost changed from 40 to 50, XP cost changed from 40 to 35
- Glider, Barrage Balloon and Bomb Glider Research Times +20%
- Air top path tech start years moved one back
- (Dev Notes: These were not moved back with the rest of air techs previously, in part due to an oversight.)
- Tool, Production, Extraction and Construction tech research times +25%
- Main Electronic tech research times +50%
- Intermediate Electronic techs research speed bonus +2% -> +3%
- Sophisticated Electronic techs research speed bonus +2% -> +4%
- Tier 1 Recycling research time +50%. Other Recycling tech research times +33%
- Tribal Tree Tech research times +10%
- Organized Military Society granted research speed bonus -2%
- Infantry Changes:
- Infantry Training Techs changed from affecting the whole army to just frontline platoons
- Warrior Training granted +1% Reliability and +5% Mobilization Speed. +0.01 Recovery Rate removed
- Platoon Training Organization +3 -> +5
- Basic Drill granted +3% Speed
- Virtual Reality Training Army XP +5% -> +10%
- Enforcer Supply Use 0.25 -> 0.3, HP 30 -> 35, Organization 60 -> 55
- Crowd Gear Metal Cost 1 -> 2
- Riot Gear Metal Cost 2 -> 3
- Ballistic Fibres Hardness +30% -> +20%, HP +20% -> +10%
- Horsemen Infantry Equipment and Horse Equipment requirement per battalion changed from 20 to 25
- Horsemen granted -15% Attack and Defense on Rivers and Amphibious terrain
- Horses I Production Cost 9 -> 10
- Horses II Production Cost 12 -> 13
- Horses III Production Cost 14.5 -> 15.5
- Radroach Combat Width 4 -> 2
- Vehicle Changes:
- Motorized Enforcers Organization 60 -> 55
- Tank Battalion Base HP 25 -> 35
- Tanks granted -10% Attack on Jungles and -20% Attack and -20% Speed on Rivers, Amphibious penalties -80% -> -70%
- (Dev Note: Terrain modifiers on rivers were not used much in the past due to almost all of our rivers being represented by sea zones and thus technically being amphibious.
- Now that vanilla rivers are being included in the map much more often this modifier needed to be assigned to some units)
- Motorisation Vehicle Reliability +1% -> +2%
- Tyre Profile and Wet Stowage Vehicle HP +20% -> +15%
- Rubber Refinement Vehicle Speed +5% -> +3%
- Engine Overclocking Granted Vehicle Reliability -2%
- Gun Ports Soft Attack +8% -> +10%, Hard Attack +8% -> +5%
- Vacuum Sealing Vehicle Cold and Hot Acclimatization Factors +100% -> +50%
- Scrap Truck Defense 3.5 -> 3
- Salvaged Truck Defense 6 -> 5.5, Speed 9 -> 8.5
- Wasteland Bus Defense 8.5 -> 7.5, Speed 10.5 -> 10
- Wasteland APC Defense 13 -> 11.5
- Improvised Tank Breakthrough 24 -> 26, Soft Attack 22 -> 20, Hard Attack 17 -> 16
- Wasteland Tank Breakthrough 33 -> 38, Soft Attack 35 -> 32, Hard Attack 28 -> 26
- Battle Tank Breakthrough 44 -> 50, Soft Attack 50 -> 45, Hard Attack 42 -> 39
- Great War Tank Breakthrough 55 -> 62, Soft Attack 65 -> 60, Hard Attack 56 -> 54
- Chariot Unit Combat Width 4 -> 2.5, HP 30 -> 35, Weight 1 -> 1.5, granted +20% Breakthrough
- Chariot Equipment Breakthrough 6 -> 5, Hardness 15% -> 25%, Armor 5 -> 10, Production Cost 8.5 -> 9.5, Metal Cost 1 -> 2
- (Dev Note: These changes seek to help Chariots, which are strong initially, scale better later in the game and have a higher ceiling of stats)
- Robot Changes:
- Automation +1% Reliability changed to affect all Robots
- Fission Batteries Robot Supply Use -0.01 -> -0.05
- Armour Hardening Robot Suppression +25% -> +20%, Armor +5% -> +10%
- Precision Motors Robot Breakthrough +8% -> +10%
- Cooling Systems Combat Robot Reliability +2% -> +5%
- Military Hardware Combat Robot Soft and Hard Attack +6% -> +5%
- High Power Optics Robot Piercing +6% -> +10%, Hard Attack +2% Removed
- Impact Resistant Chassis Robot HP +20% -> +10%, granted +5% Hardness
- Air Changes:
- Air XP from Air Combat per plane reduced from 0.03 per day to 0.01 per day
- Doctrine Changes:
- #Automated Warfare
- Dynamic Tactics Integration granted +5% Breakthrough, changed to only affect Robots
- (Dev Note: It is deliberate that some techs in Automated Warfare affect the whole army, but in this case it was adjusted for consistency with the localisation as well
- as for balance by not buffing the infantry that sometimes are part of the armies of robot nations early on quite as much)
- #Refined Warfare
- Warrior Code Army Defense +5% replaced with +5% Air Attack
- Hit-and-Run Special Forces Minimum Capacity +20 -> +30
- Non-Discriminatory Targeting and Warrior Code Recruitable Population Factor -5% -> -10%, Soft and Hard Attack +6% -> +5%
- Airborne Assaults granted Pocket Penalty -15%, No Supply Grace 56 -> 72 and changed to be specifically Paradrop No Supply Grace
- Recon Infiltration +5% Army Defense replaced with -10% Org Loss When Moving, Recon bonus +0.25 -> +0.2
- Combined Arms Infantry Recovery Rate +0.1 -> +0.05
- #Conventional Warfare
- Conventional Warfare (Starting Tech) Max Entrenchment +8 -> +6, Entrenchment Speed +25% -> +35%
- Field Fortifications Entrenchment to Walking and Weapon Infantry 0.3 -> 0.2
- Mechanised Forces Vehicle Soft Attack and Breakthrough +7% -> +10%, Max Entrenchment -4.0 -> -6.0
- Coordinated Onslaught Vehicle Breakthrough +8% -> +5%, Granted +5% Tank Breakthrough and +5% Vehicle Speed
- Hold the Line Entrenchment to Walking Infantry +0.3 -> +0.2
- Radio Equipment Reliability 80% -> 85%, Production Cost 4 -> 4.5
- #Asymmetric Warfare
- Asymmetric Warfare (Starting Tech) Org Loss at Low Org -10% -> -15%
- Foraging Non-Combat Supply Penalties -20% -> -25%
- The Legion granted +5% Soft and Hard Attack to Light Special Forces
- #Outsider Warfare
- Outsider-Inspired Warfare Mutant Org +2 -> +3 Behemoth Org +1 -> +3
- Early Training Regimen Hardness +10% Buffs removed, replaced with +20% Mutant HP and +15% Behemoth HP
- Early Tactical Lessons Behemoth Org +3 -> +5, Granted +1% Mutant and Behemoth Initiative
- Light Infantry Doctrine Mutant Speed +10% -> +15%, Behemoth Speed +5% -> +10%
- Enhanced Perception Training Behemoth Recon +0.5 -> +0.6, -10% Attrition replaced with +25% Intel from Combat
- Battlefield Scavenging Equipment Capture Ratio +5% -> +10%
- Selective Exposure granted +5% Breakthrough to Mutants
- Lessons of the Past Behemoth Recovery Rate +0.05 -> +0.1
- Accurate Radiation Exposure Behemoth Soft and Hard Attack +3% -> +5%, Org +3 -> +5
- Efficient Exposure Methods Mobilization Speed +20% -> +25%
- #Perks and Doctrine School (No Step Back)
- New Crossroads and Refining the Best Special Forces Capacity +5% -> +2.5%. New Crossroads granted -5% Army Training Time
- Unique Tech Changes:
- Behemoths base HP 200 -> 175, granted +10% Attack on Urban terrain
- Behemoth Breakthrough 15 -> 19, Production Cost 24.3 -> 28
- Artillery and Mini-Nuke arming decisions changed to require 3 equipment per charge instead of 1 equipment per charge.
- (Dev Note: The effects of this are similar to making Artillery Shells and Mini-Nukes cost triple, hence why it's listed here in the tech changelog. The decisions that arm
- Artillery and Mini-Nukes have been adjusted to do so in batches of 3 or 9 instead of 1 or 3 to accomodate this.)
- Artillery Shell Batch Production Cost 75 -> 100
- Mini-Nuke Production Cost 150 -> 200
- Vexilarius Initiative +5% -> +4%
- Ranger Can Openers Spec Ops Hard Attack +50% -> +25%
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