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This mod aims to rebalance: Wars, Combat, Military PM, Technologies and Laws.
[h1]V. 1.1 compatible with Victoria 3 V. 1.4[/h1]
[b]Beware: Using this mod makes the game considerably harder for countries starting with low technology levels or second rate economies.[/b]
Reworked: Production Methods for Barracks and Naval Bases:
[*] Added Mobile Support PM
[*] Added Small Arms PM
[*] Added Support Weapons PM
[*] Recon PM has been replaced by Aerial Support PM
[*] Added uniforms PM
[*] Added food PM
[*] Technologies and associated Production's Methods are more impactful
As a result, you'll see considerably larger power gaps between Great/Majors Powers and technologically inferior countries.
Quality matters: New armaments and army organisation is now a vital part of your country's tech research strategy, which cannot be neglected (lest you be horribly defeated by a ruthless rival).
The improvment in armament tends to favor defense over offense, until tanks and aircrafts change the situation later on, that is if you can afford them!
[b][list][*] Rebalanced: Consumption of Goods for Barracks and Naval Bases
[*] Soldiers and Sailors now need food and uniforms
[*] Navies needs fuel
[*] Modern armies needs transportation
[*] Late armament is very costly
[*] Better army organisations consumes more ammunitions
[*] War Exhaustion rebalanced [/list][/b]
These changes make wars costlier and last longer, especialy with more modern technologies and production methods.
Late game quality being only affordable in large numbers by the biggest economic powers, but having only a handfull of shock troops along a larger number of defensive-oriented cheaper troops is a viable strategy.
Even for extremely high GDP countries, a large standing army can severely impact your economic stability and viability!
[b][list][*] Reworked: Military Laws making conscription more interresting
[*] Up to 3 battle per front (if enough generals)
[*] Battle size are more logical [/list][/b]
These change (at least partialy) counterbalance the emphasis given to quality. Having more boots on the ground should always be your goal for winning wars!
As previously mentioned, maintaining too large of a standing army can easily become economically unsustainable, therefor civilian conscription is critical when facing a challenging foe!
Consequently, military expenditure will be far more concentrated during the actual wars and eliviate some economic strain during peacetime.
Changes in military laws create incentives to move towards Mass Conscription, particularly if you are expecting face off against a Great Power.
[h2]Supported Languages[/h2]
- English
- French
- German
- Spanish
- Portuguese
- Non-supported languages have placeholders in english
[h2]Future plans[/h2]
We will further refine existing system, including future basegame updates, in a part of the game where there is a lot to improve.
We plan to integrate horses as military good once it is integrated into our economic mod, and possibly to further refine the army organisation PMs to represent doctrinal differences
[h2]Acknowledgements[/h2]
Koyomim for Spanish/Portuguese translations
v15 - Released 2023-10-06
v14 - Released 2023-09-07
v13 - Released 2023-08-28
update to 1.4
v12 - Released 2023-08-19
v11 - Released 2023-08-19
v10 - Released 2023-08-19
v9 - Released 2023-08-11
v8 - Released 2023-08-11
v7 - Released 2023-08-04
v6 - Released 2023-08-01
v5 - Released 2023-08-01
added coal/oil to naval secondary PMs
v4 - Released 2023-08-01
UI fix
v3 - Released 2023-07-24
1.1 implementation of GGGG
v2 - Released 2023-07-24
hotfix
REQUIREMENTS
Victoria 3
Full game
FORUM LINKS