Apply this after 1.10 and 1.11 It changes some building mechanics and buffs the AI a bit more.
The aim of this mod is only one - to make Stainless Steel 6.4 unpredictable and a bit more challenging in mid-late stages of campaigns.
During the course of achieving that goal, I also removed the Mongols and Timurids (as they were did the same thing usually - capturing 2-3 nations and then dying out, completely removing all competitiveness in the East). On their places Ive put two historically important nations - The Second Bulgarian Empire (on the Balkans, Orthodox state) and Volga Bulgaria (between Russia and Cumans, muslim state, known as the Kazan Khanate in the 14th century). I also added the Teutons later, since I then moved the campaign into 1300AD. For the Bulgarians, Ive used various units from other nations as well as merc ones, trying to represent the units and tactics, which the Bulgarian Kingdom used at those periods. They focus on Heavy infantry and Light Cavalry mostly, as well as good gunpowder units later. For Volga Bulgaria (or the Kazan Khanate as it was known later) I used various Eastern, merc and custom units. They have arquebusiers and Cossack gunners for late game as well, since historical sources claim they used gunpowder while defending against the Russians).
I also changed some other stuff here and there, to complete the package.
Lets have a look:
*** ADDED NEW UNITS TO EVERY NATION FROM MERC AND OTHER POOLS (especially to those, who had far less than other nations - something which felt unfair). These units may be found in various buildings, such as Churches, Docks, Caravansarays and so on and in various time-periods of the game. I tried to keep some sort of historical accuracy with the roosters, while giving every nation the same chances as the others. For example you may recruit English Longbowmen from your Docklands (with very slow spawn rate and high price) with some Eastern nations like Hungary. Think of it as mercenaries, who joined your growing empire. The Il-khanate may recruit Bedouin Cavs from their caravansarays in deserts, Rocket Launchers and Elephants in High-Late game and so on. I added a lot of stuff, will try to make a list of it soon. Find out yourself!
*** OLDER UNITS WILL STILL APPEAR IN YOUR RECRUITMENT SCREEN! For example if you want to recruit handgunners versus muskets or highland rabble against late game cavalry, its all possible now. AI does it too and its amazing. Gives different armies even more variety.
*** COMPLETELY REBALANCED SETTLEMENT MECHANICS - Settlements start with really low populations, but reaching 150-250k in huge cities like Constantinople is now possible (before one could get to 40-50k hardly, which was far from real matters.). Of course I reduced the taxation to fit the new mechanics, tweaked Public Order (its not affected by distance to capital and so on anymore). If you focus on building farms early game, keeping low taxes and having governors in your cities, your pop will grow with great speed, as new people will love to live in that place. Respectively, if you give high taxation, have no governers and keep gettin besieged and so on, the pop will decrease rapidly (the effects of this are much more profound now, making your playstyle really important). Public Order is much less of a concern early game (you can reach +300 % or so if you keep low taxes and governors), but as time goes by people will desire more and more for their entertainment and in mid-late game you will be in trouble, if you do not have Buildings to entertain or enforce law. Increasing and decreasing taxes has now bigger impact on the settlement income and since King's purses are gone, if you keep low taxation all the time you will eventually be really behind in armies from everyone else. Choices matter. The higher population also gives mid and late game amazing and unpredictable comebacks for dying or smaller nations, because sacking or razing some major cities now gives huge profits (like 30-40k), which the AI utilizes great into it's armies. Basically war and looting is the main source of income on late stages for some nations, as it was in medieval times as well.
*** CHANGED ALL WONDERS STATS, SOME BUILDINGS ADDED AND TWEAKED - the goal of this was simple - to make the wonders actually worth capturing. Now all of them give some sort of GLOBAL benefit for your nation, so capturing and holding cities with them for as much as you can brings great profit for your nation. I changed the income, bonuses and added some other buildings and semi-wonders as well, where needed. The Kazan khanate, golden horde and HRE have nobility palaces.
*** REMOVED ALL KING's PURSE BONUSES, DIFFICULTY BONUSES and so on - meaning every nation will now get as much gold as it produces. Of course I added/removed some starting buildings here and there for isolated or generally weaker nations. Some start with a certain guild in one of their starting settlements and so on. The campaign will start with a steady pace, but rapidly build up into dozens of random global egagements, which will determine the alliances for your current campaign.
*** TWEAKED THE STATS OF MANY UNITS - For example all General Bodyguard types now have different stats (before they were almost identical). Russians will have better charge, Western European ones - Armor, Eastern Ones - good close combat and so on. Added Range to ALL archers and ranged units (due to their slow shooting animations they usually ended up shooting once or twice and then getting destroyed by cavs and so on, now its really decent and AI makes great use of ranged units as well.) Changed stats of Militias as well, since they were the same for all nations. Now lets say eastern ones will have a tad bit of more morale (due to their religious manners lets say), Balkan ones will be slightly better in something else and so on. Overall, the game feels much more diverse in all aspects now.
*** EACH NATION WILL NOW HAVE ITS OWN PLAYSTYLE. The Golden Horde for example will focus on Population Growth, Farming, Horse Archers and Cavalry, while the Brits will try establishing Naval Domination first and so on.
*** VARIOUS CHANGES ON THE GLOBAL MAP - Around 10 castles in really bad positions will be Cities now (since the AI never changes castles into cities when it doesnt need them and eventually loses a lot of benefits economically). Trade resources give around 50 % more income, while merchant levels give even bigger benefits. Having merchants on important trade spots is now much more beneficial. Rebels will be a bit more challenging as they will now try to develop their cities as well and spam as much units as possible. Map colors for many nations are changed , borders - removed (except for the Holy Roman Empire states and Papal states.). Overall, map looks really neat now. (You can check with the **nofog command)
*** CHANGED SPEED OF OCCURING EVENTS - meaning new units will be appearing much faster. (In main SS some units take 250-300turns to show up.)This aims for perfect gameplay experience (and not a historical one.) Almost completely removed black death events as well.
*** DIPLOMACY CHANGED (ALWAYS PLAY THIS ON VH/VH with GRACUL or SAVAGE AI selected from the SS launcher). - everyone may ally with everyone now, no more biased stuff. Especially on Gracul AI, because it's full of backstabbing. You cant exploit the AI into ceasefire as well.
*** INCREASED MAXIIMUM AGE OF CHARACTERS - now folks will die at much older ages (this may not be historically accurate). Makes keeping generals and characters overall more important, as they will gain many traits, benefiting either your cities, armies and so on.
*** CITY AND CASTLE TOWERS HAVE BETTER SHOOTING ANGLES AND DAMAGE OUTPUT - the gatehouse towers (balista too), as well as the other towers on walls will now have increased shooting angles, as well as slightly faster shooting ratio and a bit more damage, so they are not as useless as before. Combined with the slight buffs to archers and ranged units range (and damage on some), makes capturing cities a bit harder and challenging.
*** MANY MORE SMALL TWEAKS AND CHANGES, which you will discover in the course of your campaigns.
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Apply this after 1.10 and 1.11 It changes some building mechanics and buffs the AI a bit more.
The latest (and last official) patch, fixing and improving many important issues.
Many changes to units of the Kazan khanate and other small changes to Mamluks and more.
This Patch adds the Crimson Tide 4.2 to the Rise of Bulgaria submod. It adds more blood, flame, etc effects to the game, making it look much more realistic...
New country and agent names ( to represent the year 1300 ), changes to various units to improve balance and diversity. Read the Description for full info...
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Highest Rated (3 agree) 10/10
Nice work, makes the game complete.
Just fix those visual matters quick or get aid for it, so it looks cool! (Unique flags for the Bulgarians and icons)
Feb 23 2018 by Blargoon