Cossacks 3

Cossacks 3

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Touch's Realistic ReBalance
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3.438 MB
9 Mar, 2024 @ 8:00am
8 Jun, 2024 @ 6:09am
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Touch's Realistic ReBalance

Description
I've created this mod for personal use to add more depth to the game, especially to combat. I don't like how it's done in the base game when all you have to do is press A + RMB on an enemy base, and that's it. With this mod, combat should last longer and be more tactical, I believe.

**Artillery Changes:**
- Increased artillery recruitment and upgrade costs in the artillery depot; artillery is expensive.
- Increased dispersion, range, and reload time for artillery; it shoots far but with lower accuracy.
- Decreased artillery limit per depot.
- Artillery can fire automatically.
- Added artillery crew (AI will automatically place 2 guards on artillery piece); this applies to player as well if adviser is enabled.
- Added new formation 'marching column' to artillery; artillery move faster but deal little to no damage and have -10 defence.
- Artillery depo is required to build towers.
- Increased towers' vision, dispersion, reload time, explosion radius.
- Increased artillery depo cost.

**Infantry Changes:**
- Increased HP for infantry by 3 times.
- Officers can now shoot, so they won't die so quickly in melee.
- All musketeers now have melee damage; replaced firing damage upgrades in barracks with melee damage upgrades.
- The maximum number of troops in a formation is now 120, not 400; why? Because I don't like how large squads look.
- Replaced square formation for 18th-century infantry and serdiuks with 'marching column' formation; units move faster but have -5 to damage dealt and -10 to defence.
- Replaced line formation for jaeger/skirmisher-type units with scatter formation.
- The maximum number of troops in formation for skirmishers is 36.
- Increased training time for skirmishers by 2 times.
- Skirmishers don't require officers to form squad.
- Added gold upkeep to all infantry.
- Mercenary grenadiers can form squads only with 18th-century officers instead of 17th-century ones.
- Increased archers' reload time by 2 times.
- Increased archers' damage, a little bit.
- Added blacksmith requirement to recruit 18th century pikemen; so player won't be able to recruit them after his town was destroyed.
- Doubled time required to train 18th century pikemen; still very fast to recruit.

**Cavalry Changes:**
- Increased HP for cavalry by 3 times.
- Added gold upkeep to all cavalry;
- Fast cavalry like hussars can form squads.
- Increased training time for all cavalry by 3 times; now, cavalry is a very valuable unit on the battlefield.

**General/Gameplay Changes:**
- Added some kind of collision for units, so shooters won't fire if a friendly unit is in the line of fire; only the first line in formation will shoot, making it very important to use formations with wide rows.
- Added an 'accuracy system' for shooters; not all bullets will hit the target, but they could hit near standing enemy; so it is most effective to shoot at large groups of enemies and avoid single targets.
- Removed all shooting damage upgrades from barracks and stables; added them to the default damage of the respective unit (e.g., the default was 12, with all upgrades 16 - so the default damage is now 16). Increases in shooting damage can now only be achieved via the academy.
- Increased the new default damage for shooters by 18 times.
- Increased range and reload time for shooters by 2 times.
- Refactored bonuses for all formations; e.g., square in hold mode now gives +10 defence.
- Forbid enemy shooters to fire through walls; to take out fortified city, artillery is a must.
- Shooters won't fire through buildings.
- Hold mode can be activated even if the squad is attacking or being attacked; the only requirements are to press the hold mode button and not to move.
- Decreased the time required to activate hold mode.
- Increased bullet damage upgrade costs in the academy.
- Decreased reload time upgrades in academy from 30% to 25% each.
- Decreased grenade damage.
- Decreased damage taken from exploding buildings, so you won't lose all your troops from ♥♥♥♥♥♥♥ debris.
- The 18th century is required to hire dragoons and grenadiers in the diplomatic center; if a country doesn't have 18th century, they are available from the start.
- Increased construction cost for all ships by 10 times.
- Increased ships' range, dispersion, and reload time; ships are now valuable and expensive assets.
- Increased default game speed from 7 to 8.
- Increased mines' hp and enabled 'slow death'.
- Increased cost for heal and repair researches.
- Removed houses from buildings to defend; applies to AI and to player's adviser; it was done to fix AI not defending artillery in the late game.
- Decreased stone wall hp to 30000.
- Changed default starting res food from 1000 to 1500; because food consumption is now x2 higher.
- Changed players' colours.
- Added pause to all melee attacks; now battles last longer, so now you have time to outflank enemies with musketeers and make a volley, or do some other maneuvers.
- Enabled 'fill formation', 'assume line', 'assume square', 'assume column' hot keys when commanding multiple squads; when multiple squads are selected and you want all of them to form, lets say, line - just press 'assume line' hot key (default J), now all selected squads will do that. same thing with 'fill formation' - press F (default); now you don't need to select each squad individually.

**Economy Changes:**
- Increased shot cost by 2 times.
- Increased food consumption by 2 times;
- Nerfed stone farming.
- Nerfed trading in general; now it is important to collect every resource directly; trading still works, just not as lucrative as before.
- Increased price recovery time by x2.
- Increased 18th century cost by 2 times.
- Increased time required to make 18th century upgrade;
- Made mines' upgrades cheaper, but decreased max amount of workers to 40.

**AI Enhancements:**
- Added formation variation to AI; if a unit is a shooter, AI will use line formation instead of square, ♥♥♥♥♥♥♥♥♥♥.
- AI can now create cavalry squads.
- AI can now create infantry squads that require no officer; e.g., serdiuks.
- AI can now create artillery squads.
- Stopped AI from recruiting priests.
- Fixed AI not recruiting officers and drummers in the late game.
- Removed mercenaries and cavalry from guards' pool, so AI will use them to attack only.
- Made AI replace dead guards; this applies to player as well if adviser is enabled.
- Added new logic to how AI trades.
- Improved how AI recruits mercenaries, so it won't go bankrupt.
- Made AI recruit grenadiers on paar with regular 18th century musketeers.
- Shifted AI's economy focus from stone to food.
- Stopped AI from developing captured nations before its own, so it won't be stuck in 17th century.
- AI now consolidates forces before an attack.

**Miscellaneous:**
- Added sound to grenade explosion.
- Added descriptions to modified units for better clarity.
- Added descriptions to health and repair upgrades; now you'll know how much health will be restored.
- Implemented other minor changes not explicitly mentioned due to their subtlety or my forgetfulness).

If you have some suggestions or ideas on how to improve this mod, please leave them in the comments below. I'll take them into consideration, but I can't guarantee anything as this mod has already taken a lot of time to make. Also if you've found a bug or other drawback, let me know as well!

To use this mod in multiplayer, all players must install it.

I took inspiration and some functionality from other great mods, which are listed below. Check them out ('-')7.

- https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=856639010
- https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1139716826
- https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2991594489
- https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1929781064
- https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=888686042

24 Comments
Arcaraziel 5 May @ 8:13am 
do you never thought to add more formation for riffle units like spread men where the vision sight isnt blocked and they can shoot ? some particular units already had with the line formation, wonder if any ranged units could have this type formation
Arcaraziel 5 May @ 12:16am 
hi, the mod seems wonerful and thanks!!! but is possible to make the mod compatible with all campaigns dlc inclueded? i would like to play the qame with this mod in any way possible
TvpBs 18 Apr @ 2:54am 
i love this mod... will there be more content?

we need:
-Regiment Flags
-zoom out
-new death sounds
syls 22 Feb @ 6:20am 
salut, les campagnes et missions ne marchent plus avec ton mod, j'espère que tu pourras trouver une solution, super mod, cordialement.
che.bugarini 12 Feb @ 6:51pm 
Hello, reescale the units please
Cloacky 27 Jan @ 8:40am 
will it work with dlc campaigns? cheers
Esch1lus 2 Sep, 2024 @ 4:37pm 
1) Added some kind of collision for units, so shooters won't fire if a friendly unit is in the line of fire; only the first line in formation will shoot, making it very important to use formations with wide rows > this thing basically stops most units to fire from the first line, and also stops firing from the 3rd row and following. It really cripples the gameplay.

2) Added sound to grenade explosion. > is it a sample you added from a library or is it already included in the original game?
Jumbo 20 Jul, 2024 @ 5:02am 
Hi,
Thanks for the great mod. I have one addition I would like to suggest:
Slower ships. Totally immersion breaking in this game is how the yachts are moving like a speed boat by endgame. I think it is very good to have durable and powerful ships, but they should all have a reasonable speed - even with yachts been faster than other ships.
CheriSh21 3 Jun, 2024 @ 5:12am 
Wow thanks! Gonna try it out
TouchMe  [author] 1 Jun, 2024 @ 7:21am 
Base game campaigns should be playable now