PFU Overhaul Mod

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0.14MB

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DESCRIPTION

Graphical/Localisation Changes: Removed Fog. Date now displays BCE beside AVC. Tuistic renamed to Germanic. Map Changes: Removed Tibet/North China regions for performance. Filled in Numidian colonies to respective owners, aswell as Corsica (the rest of it) to Etruscan league at start. Arvernia, Nervia, Icenia, Elborica (later lusitania), Parnia (Later Parthia) start in better positions now, allowing both players, (but more importantly AI) to better play these historical nations. Rhodes and Massila start the game with level 3 forts to better emphasis their historical defenses. Added in forts to empty major cities across Selucids, Phyrgia, and a few port cities in Carthage. Added Anatolian and Caucasian culture groups. Egypt no longer has greek vassals, Phyrgia no longer has greek vassals (within greece). (While not entirely historically accurate, from a gameplay perspective this is better.) General Changes: End date is now 300 AD. Pirates spawn half as frequent. Barbarian spawn points were lowered around the world, and only spawn in certain more realistic regions now (no more Egyptian pyramid barbarians) : 2 in Sudan/Ethiopa, 3 in North Africa, 3 around Arabia, 2 in Iberia, 15 in Europe (None in Greece, Persia, India, Egypt and everywhere else not listed). Empires and Major powers now get small manpower recovery rate nerf for the mid-late game. Migrate max and migrate min is raised and lowered for more flexibility with migratory nations. Warfare Changes: Mercenaries were rebalanced, they are less of them around the world and smaller sizes as the game progresses. (No more 200k merc stack on alexandria, manpower matters now). Naval and Land morale damadge has been lowered for longer and more impactful battles, which was the real deciding factor of wars in this time period. Raised max warscore you can acquire from battles. Occupying provinces without forts now takes longer. Manpower has been halved for better scaling, while base manpower is still the same, allowing smaller nations to still be viable and a challenge. Mountains and hills now effective fort effectiveness. Amount of troops needed to siege fort 5k > 3k to balance smaller army sizes. Lowered experience decay so your battle hardened army will stay experienced for longer then a year, now closer to 5-6. Fort and merc costs scale with mil tech, aswell as assault ability. Unit Rebalance: All units now have terrain modifiers from the start, allowing more flexibility with armies and strategy. Light Infantry: Mountains +30% Hills,Jungle,Marsh,Forest +20% War Elephants: Mountains,Marsh,Jungle -25% Hills -10% Chariots: Mountains,Jungle,Marsh -25% Forest -10% Light Cavalry: Plains +5% Mountain,Jungle,Marsh -10% Heavy Cavalry: Plains +10% Mountains,Marsh,Jungle -25% Forest -10% Camels: Desert +25% Mountains,Marsh,Jungle -25% Forest -10% Horse Archers: Plains/Farmland +10% Mountains,Marsh,Jungle,Forest -25% Archers: Jungle -25% Forest -10% Heavy Infantry: Mountains, Desert, Jungle, Marsh -10% Economy changes: Income from all pops were halved for better scaling. Cost of all units were doubed for better scaling. Cost of inventions were rebalanced, instead of only being scaled by population, there is now a base cost of 50 while a lowered pop scale, meaning a high pop nation (egypt) no longer pays 800+ for an invention, moreover a small tribe no longer acquires all their inventions within a year of the game. Tax policies now effect national tax instead of slave output, also made low taxes worth taking. City states, local powers, and regional powers all get tax and commerce income buffs. 25%>10%>5%. Buildings: City and Metropolis have a little more building slots. Fortress now gives 5% local fort defense. Granary now gives 10% local food production. Aqueduct gives small 0.01% pop growth modifier. Heritages/Traditions: Romania/Dacia now uses barbarian traditions and Iberian unit models. Added in Numidian, Illyrian, Germanic, Cretan, and Phoenecian heritages. Almost all Heritages were reworked in one way or another. Promotion/Demotion: Completely reworked, there is no longer 100% slave provinces outside of cities. Much more linear and natural promotion system, citizens and freemen will no longer demote to slaves, along with minor tweaks. Decisions: Form Parthia now changes your religion to Zororastrian, and event chain fires with a player on the country.

REQUIREMENTS

Imperator Rome

Imperator Rome

Full game


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