Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

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Alternate Unit & Hero Balance for 190E
   
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Tags: mod, battle
File Size
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4.540 MB
24 Jan @ 4:30am
9 Oct @ 5:49pm
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Alternate Unit & Hero Balance for 190E

In 1 collection by Rewan
Alternate 190E collection. (Less recommended)
18 items
Description
Based on my balancing mods for vanilla. This is mostly a stat and value alterations mod with a few goals in mind :

- Strengthen faction identity : Han are the base of the base. YTR are more numerous but with lower stats (Ikko Ikki style) and Nanmans are good in forest benefiting from terrain bonuses but not so much outside. Nomads field large number of cavalry but fewer infantry, on the other hand their infantry have the same movement range as their cavalry units on the map which makes for very very mobile armies.

- Grounding Romance heroes power a bit so they are still very powerful and overall feel the same as in Vanilla but they will have more issues carrying you through a battle alone. (You can still do it)

- Trying to make sure the Wu Xing balance is working between heroes/units. For exemple : Melee cavalry is really good vs Melee infantry and Archers but still get demolished by Spear infantry, Shock cavalry is a lot more about charging infantry with cycle-charging and countering cavalry but less able to win a decisive engagement without support.

- Trying to make sure "tier-ing" up is completely rewarded. This does remove a bit of the strategic layer when picking some units but open up so many other possibilities I consider this a net positive.

Working on this slowly. There is a ton of data for units at this point so I'm obviously going to miss on some things. I do apologize in advance if that happens.
15 Comments
Cara 29 Sep @ 10:21pm 
I tried 190 Expanded with all the recommended mods but missed this one for the first play-through. So after trying both with and without, I have to say I'm very impressed with this mod. Cavalry was so unusably weak in 190+ without it and this is the first mod I've ever seen make the generals still feel like exciting "Dynasty Warrior"-esque heroes while not feeling like wrecking balls that can cycle route half the enemy line before they make contact with yours. Very well done

To anyone worried about the general debuffs. I tested with my favorite faction - Dong Zhuo. At extreme unit count, I usually got 1100-1200 kills with Lu Bu back in the day and that stayed with 190+. With this, that only dropped to 850-900 on my first attempt (though the speed debuffs might hit other generals harder and change this a bit I suppose)
SkryeS 19 Sep @ 4:06am 
Im really liking the mod right now, balancing seems very good. Just wanna ask if there is another version of this mod with less nerfed generals, because i really liked having powerful generals that could turn a lost battle around sometimes. Also sometimes it's necessary to survive with a stack of only generals when ai spams stacks
Kylar 10 Aug @ 3:52am 
ah that sounds good look forward to the updates! I played around with sieges a little in my current play-through by removing siege weapons and allowing 4 siege towers and 1 battering ram to be built in one turn of siege, its played out pretty well for the most part but I find that nightbattles always trivialise being sieged if AI can't attack immediately as garrison joins in
Rewan  [author] 7 Aug @ 3:51pm 
As a sidenote, I took a bit of a delay updating this with new skills added by ironic as I've been busy with real life stuff that took most of my brain power. I'll try to get back on it as soon as possible, including some tweaks (early game cavalry power) as well as an experimental test with siege battles. (Allowing an attack even without a siege weapon)
Rewan  [author] 7 Aug @ 2:15am 
yes, most of the damaging skills are toned down. Supportive skills (passives/buffs) are usually as strong tho (altho often more specialized perhaps ?)
Kylar 6 Aug @ 11:42am 
are some skills like poison volley toned down?
Kylar 6 Aug @ 3:13am 
ah sorry I meant in romance mode
Rewan  [author] 3 Aug @ 2:48pm 
(speed)
Rewan  [author] 2 Aug @ 7:13am 
Not too much really, the initial size of the bodyguard is lower and the horses have been made consistent with the regular unit horses.
Kylar 31 Jul @ 7:50am 
what were the changes you made to generals to make them a bit weaker?