http://www.twcenter.net/forums/showt...ble-16-09-2013

Jedna z wielu modyfikacji mająca na celu ulepszenie niedopracowanych aspektów gry.

Główne Zmiany
[spoiler:14btdk31]Citizen troops for Romans are only available for recruitment in the Italian provinces - legion barracks still provide garrisons elsewhere, but the actual citizen troops of Rome can only be recruited in Italia, Magna Graecia and Corsica et Sardina. This includes not only the pre and post Marian reform infantry, but also Velites and Equites. You're either going to have to raise and reinforce your legions from Rome, or supplement them more heavily with auxilia support. This applies to your naval units too, by the way.

Squalor penalties from buildings have been universally cut in half, however food consumption by order buildings remains just as high, and there have been no increases to the wealth produced by buildings, and no global reductions in unit upkeep. For those who find the (current) Radious economy much too easy, this may be the setup for you; there's some more freedom in your city management, but you won't be swimming in gold.

Less routing, longer battles. This is not to the same scale as Radious Mod, but should provide longer engagements; all units are 20% more resistant to morale damage from combat losses, so should not rout early in a battle. The short-term shock from cavalry charges has been increased to prevent these changes from making flanked units - particularly skirmishers - resistant to routing in appropriate circumstances. I have not made any AI enhancements, as those changes are beyond my expertise - I'd advise using Radious' AI or another one of the fine mods for this.

Overhauled transport ships for all factions. These things are now much slower and much, much more vulnerable to hull damage from ramming and naval artillery. Never again should you need to worry about losing your fleets to transport ships - and you should start to think about escorting your transports, too. They will typically be holed, destroyed or capsize with only a few rams from actual assault ships. Oh, they're much more flammable, too.

Improved fortifications. Fortified cities are now tougher nuts to crack:
Walls are, on average, twice as durable
Gates are just over twice as durable
Torches thrown by infantry are now pathetic, and if you want to torch a gate, your men will be sat there trying to ignite it all day whilst the enemy rains down death upon you. Go get some siege engines and come back.
Update 1: Siege attrition for both attackers and defenders has been slashed down by 66% for each - you can now actually besiege a city and build equipment without all your men dying at a ridiculous rate.


Re-balanced ranged weapons. In short:
Slingers now more valuable, reduction in range leaves them 'medium' range skirmishers. Depending on the shot type, have varying armour piercing qualities. Damage in general is up slightly, but only lead shot really gets any boost to its AP value.
Javelins are now more deadly, but are 25% shorter ranged. All have slightly more damage; depending on the type, they will have significant armour piercing capability now.
All bows are now longer ranged; archers are archers instead of glorified skirmishers. No major damage changes as yet. The range of unit depends on the bows they are equipped with - longbows have the greatest range, but less armour piercing capability, whereas a composite bow has slightly lower range but greater AP, for example. All mounted archers are also ranged depending on their bows, with a mild (10) malus to their range for being mounted.[/spoiler:14btdk31]