Posted for commentary. Advice on what clever EB team design decisions I'm accidentally breaking would be especially valuable.
Current setup:
EB 1.2, all quick fixes patched in.
The Modesty Mini-mod and the Big Tree Removal mini-mod applied. The second is the more important; not being able to see your troops unless you zoom WAY in gets old about midway through the first battle in a forest.
Additional modifications:
Unit rebalances
Ships, and artillery roughly halved in cost to recruit and maintain, elephants cost less to maintain. Advanced ships got their costs dropped by more in % terms than the lower-level ships, and all ships take 3 turns to build, so building more naval ports, upgrading existing naval ports, and building better fleets may now actually be worthwhile ... and, maybe, I'll actually see some AI fleets and - dare I hope - a Roman invasion of Carthage. And while I'm dreaming, I'd like a pony.
Levy and Native Pikemen stats slightly reduced. Scythian Horse-Archers cost more.
Prices for pike units evened out and slightly increased overall.
Maintenance for almost al elite infantry units of size 30 reduced (druids and gaesatae being the exceptions) by about 60-100 minai. I also should drop the build price; both values don't seem to be taking unit size into account in stock EB.
Reducing the hassle required to get large cities to settle down, while keeping cash flow under control
The Colonia building has been rewritten and is now a structure that adds 40% extra public order (via happiness bonus) at the cost of a whopping penalty to law, and therefore all revenue (for one faction, edited to be the human-controlled faction). For all other factions, it just adds some happiness (so the AI doesn't have to struggle as much with keeping order). No need for slavery and extermination!
High-level theatres have a bigger happiness effect.
Other building edits
Building times (and sometimes also costs) revised; some important military buildings, like walls, gymnasiums, and naval ports, take longer, many happiness buildings take less time, other buildings (temples, law, economic, etc.) are usually unchanged (ports take longer, markets take less long).
There are now three levels of forge, but each forge now only affects armour (+1, +2, +3). Roads can be built in smaller towns. Total building tree time-to-complete is now slightly longer than it was.
Government building revised. Type 1 government buildings only have a 1 penalty to population growth (and often no penalty), Type 4 governments for non-barbarian factions grant significant happiness at the expense of a minor law penalty and a new penalty to unit morale, and most of the population growth/penalty and unit experience bonuses are removed for non-barbarian factions. Various other changes. The end result is that Type 1 is now more generally worth building if available and Type 4 is a more acceptable option, even given that you can't put family members there to help keep order and add bonuses.
Other changes I'm pondering
- all long-range missile units (range > 80) of size 80 to be changed to be size 60, with costs adjusted to match.
- all melee elite infantry now of size 60 to be changed to size 80, and costs adjusted to suit.
- Another drop in artillery prices. Consider upping their speed to infantry pace.
Big game problem that I don't know how to solve
EB gives the human player too much time to expand and create a big empire that no AI empire can really challenge. Even if Rome were to properly expand overseas at its historical pace, that's no good if you can easily make a Parthia or Macedonia that owns 20 cities by 250 BC. Having to limit your expansion so that the AI empires can keep pace can get boring.
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