Open Dragonkn1ght opened 8 years ago
In the defines file there are two entries "EXTRA_LAND_REINFORCE_COST" and "LAND_TECH_MAINTENANCE_IMPACT".
"EXTRA_LAND_REINFORCE_COST" deals with the added cost of regiments when they are reinforcing, it starts at 2x. could use this to make the cost of armies during war much more expensive.
"LAND_TECH_MAINTENANCE_IMPACT" deals with the increase in cost per every military tech, the default is 1% cost growth per tech, this could be used to make armies overall more expensive as games progress.
Saves the need for any modifiers and such and really makes players think about long term economy.
Tying it to reinforcing costs favours quality over quantity, which has been the case forever...
I think the problem here is more on the income side than the expense side (trade/prod bloat etc).
Well it's both, really. If you cripple economy across the board then you're not just hurting people who want to build armies. Your hurting infrastructure, fleets and colonials. I think I am just going to revert most of the changes I've made here EXCEPT for land tech maint impact
And artillery actually. I would like to see different army compositions based on affordability as doomstack warfare is not really a thing anymore
probly use triggered modifiers after 1500/1600/1700 etc