Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

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Nascentes Morimur - More Difficult Ressource Management
   
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4 Feb, 2022 @ 12:35pm
7 Oct, 2023 @ 2:22pm
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Nascentes Morimur - More Difficult Ressource Management

In 1 collection by Canute VII
Difficulty Enhancement Mods
8 items
Description
This mod increases difficulty by
  • increasing supply consumption (+20%)
  • decreasing supply transfer rate (-50%)
  • decreasing winter production (0% / -33% / -50%)
  • decreasing strength of hostages (-50%)
  • decreasing strength of colonists (-40%)
  • increasing rebellion strength (varous variables, between 25-50%)
  • decreasing the unit heal rate (-50%)
  • decreasing ship winter damage ('cause the AI) (-50%)
  • increasing max liberated units (+100%)
  • making trade routes more expensive (+100%)
If anything seems off or just doesn't play well, shoot a message at me!

EDIT: v1.1 introduces loss of food/wood upon capturing a fort
19 Comments
thanks for the reply, its really good anyways. will try Mos Maiorum when i finish the Phyrus campaign i took a look and it didnt seem to work well with the scenario
Canute VII  [author] 28 Jun @ 2:51pm 
Vae Victis mod increases AI agressiveness for all difficulty levels, but other then that these mods are not dependent on difficulty.
playing this with AEEPV++++++ and more veteran ai and can i just say it makes the Phyrus campaign gruelling as it should be so thank you very much. Just wanted to ask if normal, expert, casual does anything now with this combination of mods. i restarted a game and forgot to change difficulty and didnt feel much of a difference
Canute VII  [author] 22 Oct, 2023 @ 1:12am 
@Knochenkalle: fyi the multiple scout spawn issue in the "bug correction for trapped units" mod should be fixed now
Canute VII  [author] 7 Oct, 2023 @ 2:30pm 
O.k. regarding your wood issue I have now made it that whenever you caputre a city etc. 25%-75% of wood/food stored inside will be lost (think of it as pillaging by the army or the locals, or what you need to rebuild the bruised city)
Canute VII  [author] 7 Oct, 2023 @ 1:59pm 
Hey Knochenkalle, I've now taken some time to look into this and made some improvements to the newly spawned scouts in the "Bug correction for Traped Units" mod. However I couldn#t replicate the multile spwaning and it didn't make a difference for me if I had one city or more. If there's anything else you notice under which conditions it happens, then that might give me another idea what to look out for.
KnochenKalle 27 Sep, 2023 @ 6:33am 
3/3
If i may, i just came up with a mod request.
Is it possible to make all raidercamps spawn on a new game?
KnochenKalle 27 Sep, 2023 @ 5:39am 
2/2
Regarding my wood problem.
I changed A.E.P.V.+ to A.E.P.V. and enemy cities are still full with wood and food, but now in lesser developed cities. So i guess ill try A.E.P.V.++ now. (Yes, i thought the 1:5 scale is the problem, but maybe its not)
Maybe its because the first nations i conquer only have 2 cities, so their resources get distributed over fewer cities and when i get to Lucani and Dauni, or bigger nations it will be better...(playing as Messappi)

I'll start a new game with A.E.P.V.++ and without "Bug Correction for Trapped Units" and play a bit further up the boot. I hope it works, the wood thing is my last obstical to have this game difficult.

o/
KnochenKalle 27 Sep, 2023 @ 5:39am 
1/2
Heya.

Yeah, the "Bug Correction for Trapped Units", im using that.
Its like the scouts pop out of thin air. They are already fully recruited. When i delete them, the city has extra recruits. It never happens at the start of the game, but the further i progress, the more scouts apear in a city after one got killed. Seemingly one scout for every city i posess but not sure... And they never have the city as lastname, they are all just called "Scouts". But they have no problem leaving the cities...(I remember that bug btw, thats gone)
Canute VII  [author] 24 Sep, 2023 @ 12:18pm 
Hi KnochenKalle and thanks for kind words!

Re the wood abundance i don't think this mod has anything to do with it and AEPV gives the AI only wood if it actually needs it. Determining this is is done by a base game script, which might of course not work correctly in some circumstances but that's just a big maybe.

Re the duplicate scouts: it shouldn't have to do with this mod. But there's a small bug in the base game, where a killed scout can't leave his city after respawning. I tried to fix this with my little mod "Unit Trapped Bug" - so if you're also using this, then I would look into it, if it's responsible for this behaviour.