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OWB 4.0.6 Tech, Equipment and Unit Balance Changes

Sep 1st, 2022
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  1. # 4.0.6 Tech Balance Changelog
  2.  
  3. General Changes
  4. Coastal Fort Construction Cost 500 -> 750
  5. (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
  6. 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)
  7.  
  8. Infrastructure Resource Bonus changed from 20% per level to 10% per level
  9. (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
  10. 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
  11. 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
  12. Fallout's world.)
  13. Infrastructure Fuel Capacity bonus increased from .2k to .5k (200 to 400)
  14. Infrastructure updated to give construction bonuses to: Radar Stations, Anti-Air, Coastal Forts, Bunkers, Outposts, Supply Nodes, Naval Bases, Air Bases, and (for futureproofing)
  15. Railways.
  16.  
  17. Added 3 new caps decisions which are unlocked by researching technologies:
  18. "Fund Vocational Institutions" which is unlocked by Artisan Guilds (Specialized Production Tech 3)
  19. "Repurpose Drained Energy Cells" which is unlocked by Recycling (Recycling Tech 4)
  20. "State Funded Radio Programming" which is unlocked by Improved Decimetric Radar (Radar-Detection Tech 3)
  21.  
  22. Recycling Techs (Excluding the first) Production Efficiency Retention +3% -> +5%. All Recycling Techs granted +3% Free Repair
  23. Communication Techs Refugee Assimilation Factor +2% -> +2.5%
  24. Unassimilated Refugee Stability penalty scaling and Political Power cost scaling increased by 10%
  25. Radar Techs granted +15 Diplomacy Distance and +1% Refugee Assimilation Factor
  26.  
  27. Caravan Equipment Production Cost 35 -> 40
  28.  
  29. Research Changes:
  30. Enforcer Tech research times +10%
  31. Spec Ops, Horses and Power Armor research times +10%
  32. Mobile Support Companies research times +25%
  33.  
  34. Land Doctrine research times +20%
  35. Land Doctrine XP research boost changed from 40 to 50, XP cost changed from 40 to 35
  36.  
  37. Glider, Barrage Balloon and Bomb Glider Research Times +20%
  38. Air top path tech start years moved one back
  39. (Dev Notes: These were not moved back with the rest of air techs previously, in part due to an oversight.)
  40.  
  41. Tool, Production, Extraction and Construction tech research times +25%
  42. Main Electronic tech research times +50%
  43. Intermediate Electronic techs research speed bonus +2% -> +3%
  44. Sophisticated Electronic techs research speed bonus +2% -> +4%
  45. Tier 1 Recycling research time +50%. Other Recycling tech research times +33%
  46.  
  47. Tribal Tree Tech research times +10%
  48. Organized Military Society granted research speed bonus -2%
  49.  
  50. Infantry Changes:
  51. Infantry Training Techs changed from affecting the whole army to just frontline platoons
  52. Warrior Training granted +1% Reliability and +5% Mobilization Speed. +0.01 Recovery Rate removed
  53. Platoon Training Organization +3 -> +5
  54. Basic Drill granted +3% Speed
  55. Virtual Reality Training Army XP +5% -> +10%
  56.  
  57. Enforcer Supply Use 0.25 -> 0.3, HP 30 -> 35, Organization 60 -> 55
  58. Crowd Gear Metal Cost 1 -> 2
  59. Riot Gear Metal Cost 2 -> 3
  60.  
  61. Ballistic Fibres Hardness +30% -> +20%, HP +20% -> +10%
  62.  
  63. Horsemen Infantry Equipment and Horse Equipment requirement per battalion changed from 20 to 25
  64. Horsemen granted -15% Attack and Defense on Rivers and Amphibious terrain
  65. Horses I Production Cost 9 -> 10
  66. Horses II Production Cost 12 -> 13
  67. Horses III Production Cost 14.5 -> 15.5
  68.  
  69. Radroach Combat Width 4 -> 2
  70.  
  71. Vehicle Changes:
  72. Motorized Enforcers Organization 60 -> 55
  73. Tank Battalion Base HP 25 -> 35
  74. Tanks granted -10% Attack on Jungles and -20% Attack and -20% Speed on Rivers, Amphibious penalties -80% -> -70%
  75. (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.
  76. Now that vanilla rivers are being included in the map much more often this modifier needed to be assigned to some units)
  77.  
  78. Motorisation Vehicle Reliability +1% -> +2%
  79. Tyre Profile and Wet Stowage Vehicle HP +20% -> +15%
  80. Rubber Refinement Vehicle Speed +5% -> +3%
  81. Engine Overclocking Granted Vehicle Reliability -2%
  82. Gun Ports Soft Attack +8% -> +10%, Hard Attack +8% -> +5%
  83. Vacuum Sealing Vehicle Cold and Hot Acclimatization Factors +100% -> +50%
  84. Scrap Truck Defense 3.5 -> 3
  85. Salvaged Truck Defense 6 -> 5.5, Speed 9 -> 8.5
  86. Wasteland Bus Defense 8.5 -> 7.5, Speed 10.5 -> 10
  87. Wasteland APC Defense 13 -> 11.5
  88.  
  89. Improvised Tank Breakthrough 24 -> 26, Soft Attack 22 -> 20, Hard Attack 17 -> 16
  90. Wasteland Tank Breakthrough 33 -> 38, Soft Attack 35 -> 32, Hard Attack 28 -> 26
  91. Battle Tank Breakthrough 44 -> 50, Soft Attack 50 -> 45, Hard Attack 42 -> 39
  92. Great War Tank Breakthrough 55 -> 62, Soft Attack 65 -> 60, Hard Attack 56 -> 54
  93.  
  94. Chariot Unit Combat Width 4 -> 2.5, HP 30 -> 35, Weight 1 -> 1.5, granted +20% Breakthrough
  95. Chariot Equipment Breakthrough 6 -> 5, Hardness 15% -> 25%, Armor 5 -> 10, Production Cost 8.5 -> 9.5, Metal Cost 1 -> 2
  96. (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)
  97.  
  98. Robot Changes:
  99. Automation +1% Reliability changed to affect all Robots
  100. Fission Batteries Robot Supply Use -0.01 -> -0.05
  101. Armour Hardening Robot Suppression +25% -> +20%, Armor +5% -> +10%
  102. Precision Motors Robot Breakthrough +8% -> +10%
  103. Cooling Systems Combat Robot Reliability +2% -> +5%
  104. Military Hardware Combat Robot Soft and Hard Attack +6% -> +5%
  105. High Power Optics Robot Piercing +6% -> +10%, Hard Attack +2% Removed
  106. Impact Resistant Chassis Robot HP +20% -> +10%, granted +5% Hardness
  107.  
  108. Air Changes:
  109. Air XP from Air Combat per plane reduced from 0.03 per day to 0.01 per day
  110.  
  111. Doctrine Changes:
  112. #Automated Warfare
  113. Dynamic Tactics Integration granted +5% Breakthrough, changed to only affect Robots
  114. (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
  115. as for balance by not buffing the infantry that sometimes are part of the armies of robot nations early on quite as much)
  116.  
  117. #Refined Warfare
  118. Warrior Code Army Defense +5% replaced with +5% Air Attack
  119. Hit-and-Run Special Forces Minimum Capacity +20 -> +30
  120. Non-Discriminatory Targeting and Warrior Code Recruitable Population Factor -5% -> -10%, Soft and Hard Attack +6% -> +5%
  121. Airborne Assaults granted Pocket Penalty -15%, No Supply Grace 56 -> 72 and changed to be specifically Paradrop No Supply Grace
  122. Recon Infiltration +5% Army Defense replaced with -10% Org Loss When Moving, Recon bonus +0.25 -> +0.2
  123. Combined Arms Infantry Recovery Rate +0.1 -> +0.05
  124.  
  125. #Conventional Warfare
  126. Conventional Warfare (Starting Tech) Max Entrenchment +8 -> +6, Entrenchment Speed +25% -> +35%
  127. Field Fortifications Entrenchment to Walking and Weapon Infantry 0.3 -> 0.2
  128. Mechanised Forces Vehicle Soft Attack and Breakthrough +7% -> +10%, Max Entrenchment -4.0 -> -6.0
  129. Coordinated Onslaught Vehicle Breakthrough +8% -> +5%, Granted +5% Tank Breakthrough and +5% Vehicle Speed
  130. Hold the Line Entrenchment to Walking Infantry +0.3 -> +0.2
  131. Radio Equipment Reliability 80% -> 85%, Production Cost 4 -> 4.5
  132.  
  133. #Asymmetric Warfare
  134. Asymmetric Warfare (Starting Tech) Org Loss at Low Org -10% -> -15%
  135. Foraging Non-Combat Supply Penalties -20% -> -25%
  136. The Legion granted +5% Soft and Hard Attack to Light Special Forces
  137.  
  138. #Outsider Warfare
  139. Outsider-Inspired Warfare Mutant Org +2 -> +3 Behemoth Org +1 -> +3
  140. Early Training Regimen Hardness +10% Buffs removed, replaced with +20% Mutant HP and +15% Behemoth HP
  141. Early Tactical Lessons Behemoth Org +3 -> +5, Granted +1% Mutant and Behemoth Initiative
  142. Light Infantry Doctrine Mutant Speed +10% -> +15%, Behemoth Speed +5% -> +10%
  143. Enhanced Perception Training Behemoth Recon +0.5 -> +0.6, -10% Attrition replaced with +25% Intel from Combat
  144. Battlefield Scavenging Equipment Capture Ratio +5% -> +10%
  145. Selective Exposure granted +5% Breakthrough to Mutants
  146. Lessons of the Past Behemoth Recovery Rate +0.05 -> +0.1
  147. Accurate Radiation Exposure Behemoth Soft and Hard Attack +3% -> +5%, Org +3 -> +5
  148. Efficient Exposure Methods Mobilization Speed +20% -> +25%
  149.  
  150. #Perks and Doctrine School (No Step Back)
  151. New Crossroads and Refining the Best Special Forces Capacity +5% -> +2.5%. New Crossroads granted -5% Army Training Time
  152.  
  153. Unique Tech Changes:
  154. Behemoths base HP 200 -> 175, granted +10% Attack on Urban terrain
  155. Behemoth Breakthrough 15 -> 19, Production Cost 24.3 -> 28
  156.  
  157. Artillery and Mini-Nuke arming decisions changed to require 3 equipment per charge instead of 1 equipment per charge.
  158. (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
  159. Artillery and Mini-Nukes have been adjusted to do so in batches of 3 or 9 instead of 1 or 3 to accomodate this.)
  160. Artillery Shell Batch Production Cost 75 -> 100
  161. Mini-Nuke Production Cost 150 -> 200
  162.  
  163. Vexilarius Initiative +5% -> +4%
  164. Ranger Can Openers Spec Ops Hard Attack +50% -> +25%
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