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The Rights of Man: A historical mod for Empire Total War [7 MAY v1.11.0 Released -- Now With AOR and True Imperial Armies]

작성자lgw827|작성시간09.05.09|조회수1,317 목록 댓글 8



The Rights of Man

on casus belli, casus foederis in the Age of Reason

“I begin by taking. I shall find scholars later to demonstrate my perfect Right.” - Frederick II the Great

It is the dawn of a glorious modern age. Reason -- even "enlightenment" -- courses through the veins of nation-states. In the streets of Paris, men speak of the "Droits de l'Homme". The common man now fights for a flag and pro patria -- not just because a feudal lord has conscripted him in service. Yet, some leaders see these so-called "rights" as a poison to be resisted at all costs.

The principles of natural philosophy guide the wealthy as they strive to accumulate yet more wealth. The medieval prejudices against earning money and trading are still strong, so many make use of "factors" -- agents who act on behalf of a wealthy lord to create yet more wealth, seemingly from nothing as gold multiplies itself.

But there is always a cost. In the countryside, the crushing, but reliable and proud, rural poverty of most men is at an end as the commons are drained, cleared, enclosed and planted. A way of life for thousands of years has come to a sudden close, driving the common man to beggary, to work in a factor's mill, or to enlistment in the military of his state. Sometimes, a wave of unrest driven by these new principals of enlightenment and fueled by the dislocated poor, will crest and break on the land.

Most nation-states now have a professional army, built along modern principles. Ostensibly, war is fought for rational reasons, by rational means: the ordered movement of armies enforces the rights of nation-states, kingdoms and empires. No mere brutish motivation drives armies together. Now, armies fight to further the enlightened policies of their leaders, in the old world or the new. Or perhaps not. Perhaps, as they always have, soldiers fight for rulers motivated by cold avarice, blood lust and the age-old desire to conquer those that refuse to submit.

On the battlefield, soldiers move through complex evolutions -- evolutions for marching, evolutions for maneuvering in face of the enemy, and evolutions to load muskets quickly and reliably in the face of thunderous guns. The crisp mathematical theorems that describe these evolutions are based on the principles of geometry and trigonometry, and simple axioms. It is war as it should be, according to the theorists: orderly, precise, predictable. Yet these theorems do not protect the common soldier from the bloody hand of fate, nor from the privation and illness that is his lot. They only obscure that these battles are won, as all battles have always been won, by discipline in the moment of violence and crushing the enemy's will to fight.

A leader in these times must learn to balance progress and stability, conquest and investment, taxation and growth, trade and self-reliance. A successful ruler will set his land on a path to recognition as the premier nation-state of this new age; a failed leader will condemn it to be a backwater country, forgotten and passed-over by the modern age and The Rights of Man.

Team:
Design and Lead: Sage2
Historian: Tomsin
AOR Implementation: Johan217

Features:
* No changes without historical rationale, gameplay balance, and consideration for AI decision making.
* Detailed AOR system that allows for multi-facted Imperial armies with represntative and unique line troops from many different regions.
* Changes to battle dynamics: movement speed, projectile ballistics, lethality, fatigue and morale to more closely match historical accounts and doctrine, while maintaining game balance and playability.
* Significantly reworked aspects of the happiness, research, income, building benefits, campaign income, and more. Balancing progress, happiness and industrialization will be much more challenging, and the better balanced buildings will help the CAI. You will have to make very hard choices.
* Dozens of new descriptive strings to communicate changes to unit types, remove non-period wording, and provide Line Infantry with the language appropriate translations of "Regiment of the Line", all based on proper descriptions pack originally from l33tl4m3r.
* Many land units subtly rebalanced and differentiated to more closely match historical accounts and doctrine. Descriptions updated.
* Changes to North American land combat units, inspired by Quixote's Imperial Splendor.
* Spanky's Realistic (and extremely well researched) Flags.
* Spanky's period loading screens, accompanied by lesser known period music by Corelli, Telemann, Bach and others.
* Sinhuet's battle formations 1.2 for the Battle AI to use -- more challenging land battles!
* Navern's firing more visible firing arc.
* MechDonald's Smoke and Blood Light 1.8.
* Obushnikov's musket and cannon sounds. They're hands-down the best I've heard - listen for the snap of the hammer!
* Jingle_Bombs 7-Year War unit textures.
* Adjusted traits and ancillaries for greater player challenges, and more characters with both positive and negative traits.
* Reduced speed of research through adjustment to buildings, characters and government types.
* Dozens of other small changes to improve gameplay.

Special thanks:
* MikeCK, dantragic and others for their assisstance testing the BAI.
* Anyone and everyone who takes the time to provide constructive feedback.

AOR Summary:
Regiment of Foot: this is a generic type of infantry unit. It is recruitable in almost any type of European province, as long as the correct buildings are present. It is not a great deal in term of cost to performance, but it is not limited in numbers.

"Named" Regiments of Foot: these regiments are recruitable in a single province, and always in a limited number. The numerical limits can vary quite a bit -- from 16 or 18 for France and Russia, to 6 for the smaller minors. Majors can recruit at least 12 named line from their capital province. Some majors, notably Britain and Austria can recruit multiple types of line (Britain can recruit Scots and Irish if they build the right buildings; Austria can recruit Hungarian).

These regiments are always a better deal -- even if their quality isn't a lot better than the generic Regiment of Foot, they will cost less.

Here's the best part: any European power that conquers a recruiting province can then recruit those line troops in their own armies. The new units will also all keep their old uniforms.

Please note that the quality of line units does not reflect the mod designers' opinions on the quality of national or ethnic groups! Rather is a reflection of training, doctrinal usage and societal factors. Any well-led, well-paid and well-trained soldier will be a good soldier.

Germanic Line
These Regiments of Foot, while not quite to the Prussian standard, are raised and trained on the Prussian model. They value good leadership, a quick rate of fire and strong mutual support, but they are a little more expensive to raise.
Bavaria, Saxony, Westphalia, Wurttemburg, Hannover

Italian Line
These Regiments of Foot are made of strong willed and brave individuals -- but they are poorly led, and not trained to the highest standard. Their rate of fire is a little slower than average, but they defend tenaciously. Unfortunately, due to mediocre officers and NCOs, their morale is a little lower. They are a bit less expensive to raise.
Genoa, Papal States, Savoy, Venice

Scots and Irish Line
These Regiments of Foot are trained on the British model, and they value strong mutual support and high rate of fire. The rough upbringing of the Scottish and Irish soldiers has made them deadly in hand-to-hand combat. They are more expensive to train.
Scotland, Ireland (with military buildings)

Others
Hungarian Line, like Austrian, is poorly trained and led. Hungarian soldiers do not lack bravery, however, and have a devestating charge. They are cheaper to raise.
Hungary

Danish Line is trained to a high standard, and led well -- they must be, in order to resist the Swedish advances accross the Baltic. Danish Line has has a very strong charge and is dangerous in melee.
Denmark

Polish Line has a slower rate of fire, a strong charge, but is not well led. They are a little cheaper to raise.
Poland

Portuguese Line has been trained along a British model. They are strong defensively, but not well led.
Portugal

Dutch Line is all around good, but does not excel (or lag) in any one area.
The Netherlands

Walloon Guards are well trained, highly motivated soldiers. They are as good as any Guard Infantry in Europe (and as expensive to raise and train!). They are recruitable in Flanders with an Army Staff College.
Flanders

Governments:
Difference between governments has been emphasized. In conjunction with rebalancing buildings, this will force a player to think more carefully about strategic trade-offs. Religious buildings, and happiness generating buildings, may now prove critical, especially when conquering new provinces, or when an absolute monarchy attempts to modernize.

Absolute Monarchies:
An absolute monarchy is a state ruled by an oligarchy of individuals committed to the status quo, and fearing change. Change will only reduce their power and wealth. An absolute monarchy resists change and the destabilizing ideals of the enlightenment, and while considered backwards by the proponents of change, sometimes the old ways are best. Austria was an absolute monarchy.

An absolute monarchy will find it very difficult to significantly industrialize, due to the penalties it receives on lower class happiness. An absolute monarchy will need to rely on taxing the upper class, rather than its impoverished and unhappy lower class; this will have the general effect of stifling economic growth. An absolute monarchy will also need to carefully direct research -- too much focus in 'enlightenment' technologies, too many schools, or too much investment in modernization will cause the lower classes to take up arms. An absolute monarchy receives a penalty to its overall research speed, due to the lack of free-flowing ideas. However, an absolute monarchy receives a bonus to the recruitment cost of its units.

Constitutional Monarchies:
A constitutional monarchy is a state that must be ruled by a leader who can delicately balance the desires of the lower classes and the peers that represent the interest of the elites. A constitutional monarchy allows progress -- but not too much, nor too fast. Britain was a constitutional monarchy.

A constitutional monarchy is a balance between a republic and an absolute monarchy -- but it makes no one truly happy. The peers do not have the power they want, while the commoners do not have the freedom. A constitutional monarchy receives a small bonus to research, and another small bonus to the cost of recruitment. Constitutional monarchies will be able to achieve a reasonable amount of industrialization, or enlightenment technology, but must still monitor and control these areas. A constitutional monarchy walks a fine line between two extremes, but must careful balance and monitor the rate of progress.

Republics:
A republic is a state ruled by the tyranny of the many. Innovation and progress run deep in its marrow. Without rapid innovation and industrialization, however, the rights of man will wither and die on the vine. France after 1789 was a republic.

A republic is the most innovative type of state government, and it receives a bonus to research. As a republic can rely on a higher level of industrialization, and a happier lower-class, it need not overly tax its elite -- allowing for greater economic growth. A republic, with its free-thinking populace and quaint "one man, one vote" ideas, must put more effort into recruiting and training its soldiers and sailors, and therefore receives a penalty to the recruitment cost of its units. A republic that is not able to industrialize quickly enough will find itself unable to support its foreign wars.


Research:
The rate of research has generally been adjusted downwards, by reducing the spawn rate of gentlemen, reducing the research points generated by different school building types, and adjusting the government type research bonuses so they are normalized at -10% (i.e. technologies require +10% more research ponts).

Additionally, the 2nd and higher level of research traits acquired by gentlement will generate a negative effect in an opposing research type. Higher levels of specialization in Industry will reduce ability to research Enlightenment. Higher levels of specialization in Enlightenment will reduce the ability to research Military. Higher levels of specialization in Military will reduce the ability to research Industry. You will now to take this factor into account when assigning research to different school, and to different gentleman. If a school must research a particular technology area, you may want to move your specialists elsewhere in the meantime. Likewise, it will be beneficial to have schools specialize in research areas.

The destabilizing tendency of schools has been significantly increased over vanilla. Absolute monarchies, and to a lesser extent constitutional monarchies, will have particular difficulty with provinces that have these institutions.

Finally the cost of schools has been increased, discouraging the early game tendency for the player to just build a lot of schools, and max-out research early on. This will reduce how often the CAI build schools, but will have the same effect on the player.

All of these together will serve to significantly slow the cost of research. I prefer a mixture of subtle adjustments, especially those which add depth to the game play, over a simpler solution such as simply doubling the cost of researching a given technology.


Projectile Ballistics:
When selecting a weapon's range, the following has been considered:

1) What is the maximum range of the weapon -- how far will the projectile carry.
2) What is the maximum effective range of the weapon -- how far will the weapon be lethal, at least 1 in 100 shots, in trained hands.
3) What is the doctrinal range of the weapon -- how were soldiers trained, and where did they, in practice, open a lethal fire.

For example, a 12-pound iron ball fired by a 'modern' 18th century piece carried well over 1500 yards yards (and was dangerous even while gently rolling on the ground), however, the primitive aiming capabilities, inability to adjust fire in increments due to recoil mechanisms (rolling back on wheels does not allow for small and repeatable adjustments), difficulty in observing the fall of shot due to view-limiting effect of smoke all serve to reduce the actual range to between 5 and 600 yards -- or 550 in game.

An aimed musket firing a ball between .6 and .8 inches in diameter can be effective (causing a casualty at least once every 100 shots) and lethal against a mass formation at well over 100 yards (although more like 50 - 70 yards if firing at a single man). In the 18th century, however, very few soldiers were taught the fundamentals of aimed fire -- in fact, due to the unreliability of their weapons, they often closed their eyes and turned their faces away before firing (Chandler notes that most soldiers might fire as few as 2 rounds a year in practice). Line infantry was instead taught to reload quickly, mechanically repeating their tasks even when deafened by the crash of musketry, boom of artillery, and exposed to a hail of lethal lead and iron. In these terrifying conditions, 4 un-aimed shots a minute was considered a very good rate of fire.

In fact, while doctrine might call for an initial volley at under 100 yards, it was not unusual even for well disciplined troops to fire much earlier than that -- sometimes beyond 200 yards. At this range, the fire was ineffective.

What about the "company sized target" studies? You may have read one of the "fire a volley and count the holes" studies. They have several inherent problems: first, they were not conducted in battle conditions where an actual target was likely obscured by thick, drifting smoke and where the howl of cannon balls and the crushing sense of ones own mortality were likely to significantly reduce hits -- and the combat stress would only increase as a battle continued. While well-trained veterans would be more resistant, their efficiency would ultimately be severely impacted as well. Second, when under persistent and deadly fire, the men in the following ranks will make themselves as small as possible behind the men in the front rank -- this will leave a surprising amount of 'white space' in a formation where a ball could travel without contact. Third, anywhere from 10 to 15% of hits would be grazing or flesh wound hits that would not incapacitate a soldier, and might not even be noticed in the heat of battle (This, by the way is modeled in the this mod: 83% of musket and cannister hits and 70% of carbine and pistol hits will incapacitate). Fourth, some of the targets used in studies were too large -- as large as 3 yards high. These "studies" simply do not provide an accurate measure of musket lethality in battle conditions. So what would be a more appropriate hit ratio? One figure from the battle of Vitoria is that the British, who had notoriously good fire discipline, fired almost 500 rounds of musketry for each French casualty (note that the term 'casualty' generally refers to any soldier killed or requiring any medical aid, including a band-aid on his booboo).

You will see these considerations reflected in the following ways:

Line Infantry will fire at 90 yards, their approximate effective range against a mass target. At this range, each volley will cause a few casualties. At maximum range, line infantry may engage for some minutes before causing significant attrition. At shorter ranges, however, a volley may be very lethal, and several effective volley is likely to rout poor quality troops, or weaken better trained troops sufficiently for a double-quick bayonet charge to finish the job.

Lesser-disciplined troops, such as Urban Militia and Substandard Line troops, will open fire at 105 yards. At this range, however, they will do very few casualties. At closer ranges, they will shot-for-shot cause about as many casualties as line infantry, however the better training of line infantry, especially line infantry with advanced firing evolutions, will quickly overwhelm in sheer volume of musketry.

Well trained troops, such as light infantry and other musket-armed skirmishers, will open fire at about 130 yards. At this range, they can still cause significant casualties, and this will increase quickly as the soldiers close. They are most effective when kept at range, and engage line infantry from the flanks. They do not have access to 'rank fire', which means that, at shorter ranges, the volume of fire of line infantry will overwhelm them. If I had my druthers, it would be possible to switch light infantry regiments from a true 'skirmishing' doctrine (which is not represented in game) to 'line' doctrine, while on the field of battle. One would allow them to skirmish effectively, while the other would allow them to 'hold the line' and make use of evolutions such as rank fire. This would be a more accurate representation of their actual usage on the field of battle, but does not appear to be possible (at least to my standard) within this engine.

After much play testing, I have chosen to keep canister range fairly short -- between about 100 and 130 yards, depending on gun size. This is done because the AI will happily cluster suicidal troops in front of guns firing canister, declining to either engage the gunners with musketry, charge home, or find a better place to attack the line. By keeping canister range short, it keeps it from becoming an overly powerful tool when used against the AI. I would be interested in feedback on this -- it's not historical but it appears necessary.


Battle Formations:
Some modders have chosen to significantly tighten regimental formations (the spacing between men). I have chosen to not do this. Those modeled in game show a bit more than an arm's distance apart. This is correct. Anyone who has served as a soldier, and had to practice complex drill and ceremony (a modern take, of course, on 18th century infantry evolutions), will know that you cannot operate with any effectiveness closer than this -- you will be stepping on the heels of the soldier in front of you, and when you change your facing, you run the risk of a rifle barrel to the head, a crushed finger, or a bayonet to the gluteus maximus. The spacings in the game for infantry are, in short, correct. If you closely watch the troops moving in closer order with bayonets you can grasp the problem I describe.

Additionally, Sinhuet army formations modification has been included. This changes the way that units are set up on the battlefield. The BAI makes use of these changes to very good effect. It's not the same as being able to modify the battle AI parameters, but it is as close as we can do currently.


Battlefield Movement Morale and Fatigue:
A number of changes have been made to movement, morale and fatigue on the battlefield. The goal of these changes to improve game play, without hampering the AI. For example, since the AI is notorious for running its soldiers ragged on the battlefield, the fatigue penalty for running has not been increased. However, the fatigue penalties for fighting, reloading and firing have all been increased -- thus making fatigue more of an issue, but without penalizing the battle AI's poor decision making. All fatigue thresholds have been somewhat lowered, but this means that recovery time is proportionately faster, as well.

Troops that rout are more likely to return to the battle, especially if they had not suffered a large number of casualties before routing. Causing a sudden shock to a unit's morale, especially those with low morale to begin with, may cause them to rout suddenly, whereas the wearing effect of attrition has a lesser effect until greater levels of attrition are reached. The overall effect of attrition has been increased from vanilla, whereas the effect of shock has been decreases slightly (in vanilla, a low morale unit would tend to quickly on receiving a shock, and would be unlikely to return to battle). Additionally, troop types reasonably capable of effective melee cause fear, for a limited radius. Units on the edge of breaking may rout at the sight of a steady advance of bayonets, although involved and lengthy melees can still occur. This generally makes melee combat a more definitive (and sometimes, less bloody) affair than missile combat. A volley, an effective charge and a sharp melee may rout poorly trained units without a firm leader behind them. Historical tactics such as holding your elite troops in reserve is now a more viable tactic, and judging the moment to charge home can make the difference between a hard fought and bloody melee and a routing enemy -- as it should!

The morale bonuses offered by ancillaries and traits for generals have been significantly reduced. These tended to largely favor the player as the AI does not seem to be able to keep its generals alive long enough to develop significantly positive traits, so these reductions better balance the player's army with the AIs.

Battle movement speed is about 35% slower than the default speed, providing for a generally slower land-battle experience. This has been balanced carefully with projectile lethality.


Naval Battles:
I have made a number of changes to naval warfare that are generally in-line with the philosophies of this mod. In general, naval combat should now more closely mirror historical accounts, without being too slow, or exposing problems in the naval Battle AI. Historical accounts often have battles last 6 or more hours. While it would be most accurate to cut ship movement speed by about 80%, severely reduce turning speed, and make reload speed about 1 minute 45 seconds to 2 minutes between shots (a well trained crew fired about 3 shots in 5 minutes while fresh), this does not a good game make.

Naval projectiles range have now been significantly increased, and differentiated based on gun size. The overall range for accurate engagement is now significantly larger, and now reflects historical accounts and is better balanced with the very large size of the maps. This will significantly increase the value of the weather gauge, since an attacker will be under aimed fire for for that much longer when tacking up-wind, and increasethe tactical options available to a player. At shorter ranges, naval projectiles do a little more damage than they did.

All ship speeds are about 10% slower. These slower speeds will result in an overall slower pace of naval warfare.

The naval morale has generally been tweaked. Ships are now somewhat more likely to surrender before they sink than they were previously.

British ships receive an additional -1 penalty to movement. British shipbuilders created notoriously conservative and outdated designs. However, they receive a +1 bonus to morale.

Several ships have seen corrections in armaments. Sloops are now armed primarily with 6 pounder guns; Brigs are now armed primarily with 9 pounder guns. 4th rates are now armed primarily with 24 pounder guns. The short description text (what you get when you mouse-over the beginning battle screen) correctly reflects all new armaments.

Galleon's, Flyts and Race-built Galleons have seen some overall reduction in performance. Previously, a Galleon had the same size crew as a 3rd rate ship-of-the-line -- and a tougher hull! These are outdated, obsolete ships, and will now not be a match for a modern ship-of-the-line.

The morale effect of a raking attack has been significantly increased. A raking attack with grapeshot will often induce a wavering ship to surrender -- as it should.

I have not incorporated reductions to turning speed, or a significantly increased wind effect. While I really like the additional tactical dimension this grants, watching an AI ship try to sail directly up wind, at a slow walking pace, definitely breaks my immersiveness. Until the AI is capable of properly tacking its ship up-wind, I feel that this would be a net negative in game play.

Finally, please note that, with the 30 MAR patch, the naval values exposed to the player on the info-cards are wrong, or are calculated in such a bizarre fashion as to be essentially meaningless. A general rule of of the thumb would be that a well-handled and lucky ship should be able to take on a ship 1-size larger (i.e. a 3rd rate could take a 2nd rate), but a ship 2 sizes larger is likely to prove too strong.


Music:
I have tried to choose lesser known pieces, especially from those composers that people may be less familiar with. I have also, whenever possible, selected those recordings where period instruments are used, and the piece is performed similar to how it would have been performed. With the exception of Bach's Der Kunst Der Fugue used for the title screen, I have selected lesser known works from composers such as Buxtehude, Telemann, Blow, Corelli, Scheidt, Boccherini, and of course Bach. I also have one piece of Anon. 18th century Russian church music; you may recognize the theme as being used in a later, 19th century piece (hint: it has orchestrated cannons).

For the campaign music pack, in keeping with CA's own music, I have selected pieces exclusively in a minor key, particularly those with simple instrumentation that do not draw over-much attention to themselves. Campaign music should not draw attention to itself, but further the player's immersion into the period.

The two pieces preceding battles are a John Blow fanfare and drum roll, both used (but not written for, since Blow was already dead) the coronation of King George II. The drums for naval battles were selected specifically as they are reminiscent of the British Navy's "Beat to Quarters"! Finally, I had some fun with the credits: it's a very fitting piece from Handel's Ode for St. Cecilia's Day (listen to the lyrics).

Why Bach? Isn't he one of the best known composers of this period? Indeed he was -- but was also enormously prolific, writing far more than just "the" Toccata and Fugue, Jesus bleibet meine Freude, and Brandenburg Concertos that are his most popular pieces today. He wrote an enormous range of music from secular to sacred, cantatas to concertos, both serious and humorous. In my opinion, he was the true genius of the 19th century, eclipsing both Mozart (who was rarely serious enough) and Beethoven (who did not have a drop of music humor in his dry, deaf old bones).

Why not more from eastern Europe / Russia? I just don't have anything quite period appropriate. India? Same issue.


Mod Architecture and Philosophy:
Above all, I want to achieve a more challenging game -- perhaps slower, but also deeper, and more closely resembling historical accounts. My goal is not to make a more dramatic or cinematic game. War does not now, and did not then, resemble Braveheart, the Patriot (as enjoyable as those movies are) and other highly dramatized, Hollywood movies. These are not a good source for making historical decisions in game balance. I have read far more Napoleonic and 18th century history than any other (although I am hardly infallible), and I am a soldier, albeit one serving in our own strange modern half-wars. It may not be much, but I hope I can add at least a few thin insights as I strive to create a sense of verisimilitude.

I would rather do a few things very well, than many things not-so-well.

I value feedback, especially when accompanied by strong empirical data or historical documentation.

When incorporating changes I have three primary considerations: first, is there reasonable historical justification for this new unit? second, is it balanced within gameplay and is gameplay improved? third, will the AI make appropriate decisions?

When possible, I have tried to avoided change core balance around units. While many small adjustments have been made, staying close to original values will make it easier for players to utilize the excellent work provided by other modders. Additionally, adjusting core balance can cause the AI to make poor decisions, both on the battlefield and when recruiting troops.

Likewise, I have avoided changing core game mechanics, such as the number of turns per year. Core changes like these can cause problems; in the case of turns per year, this will make buildings that cause economic growth per turn (since there are more turns) overly strong when compared to buildings that create wealth (i.e. add to GDP). Adjust the growth downwards to account for this can cause problems with the AI's purchase decisions.

Finally a note to other modders: if you like the ideas or ways in which I have balanced this mod, I encourage you to make use of them. Consider this a free license to make use of anything and everything I have. Absolutely anything I've done in this mod is fair game. Please provide due credit, of course.

My mod credits include SagerBliv, SagerXCom and SagerStalk.


Changelist History:

All changes based off of 29 APR Upgrade Patch to assure best game balance and CAI. Changes are designed to enhance and improve, not radically restructure, ETW gameplay.

Spoiler Alert, click show to read: 

v1.11.0
* It is NOT necessary to start a new campaign if upgrading between v.1.10.0 and v.1.11.0
* Russian and Swedish Regiments of Foot now have "cold resistant" trait.
* Fixed the string for the mounted Streltsy.
* Fixed a slight error in a string for the Irregular Infantry (aka old Cossacks).
* Rebalanced Steppe Cavalary, except Kamluks, to make them less expensive and more irregular. They should be recruited in greater numbers by Dagestan, Georgia and the Crimean Khanate.
* Hetman Cossack cavalary now renamed, "Chuguevski Cossacks", and only recruitable by Poland or Russia. These are disciplined, trained light cavalry. They require 2 turns to raise.
* Sakers, mortars and 64 pounder seige cannon now slower on campaign map.
* Strings for Siege Canon, Mortars, Sakers and Demi-cannons updated to reflect low speed on campaign map.
* Vibornye and Gorodskiye Streltsy and Pikemen all obsolete a little earlier.
* Maximum recruitment applied to Vibornye and Gorodskye Streltsy.
* Pikemen more expensive to raise and upkeep; this will help the AI buy less of them.
* Irregular Infantry (formerly Cossack Infantry) have less ammunition and a slightly lower morale.

v1.10.0
* Fixed bug keeping Grenadiers from being recruitable by Russia.
* Pikemen now recruitable by Russia and Sweden, but quickly become obsolete.
* Implemented AOR, and added 17 new types of Line; these are recruitable if you own the particular province. Each are uniquely balanced with varied prices, recruiting times, and strong and weak areas.
* Added Walloon Guards, recruitable in Flanders with an Army Staff College.
* Mameluks and Pandours recruitable by Ottomans.
* Cossack troops now only recruitable in the Ukraine, Crimea and Causcus regions.
* Cossack infantry can now skirmish, is harder to spot on campaign map. They have a slightly lower morale, and are about 10% cheaper. They are recruitable by Poland, but not by Russia.
* Cossack troops renamed "Irregular" as a temporary solution to make them appropriate for a region inclusive of the Crimea and Caucas.
* European style troops no longer recruitable in the Crimea, Chechneya or Georgia.
* Hungarian Hussars recruitable by any European power in Hungary.
* European-style line and light infantry has a slightly closer rank spacing.
* Light cavalary and some kinds of irregular infantry are faster on the campaign map.
* Demi-cannons are slower on the campaign map.
* Modern sailing ships are about 30% faster on the campaign map. Galleys and Galleon-types are a little faster. The path-finding algorithm can cause a longer pause when selecting your naval unit the first time in a turn.
* Republican Conscript Infantry are a little better all around. Their relatively inexpensive price will help the CAI choose to buy them as a Republic, and help offset some of the Republic recruiting cost penalty.
* Line Infantry are no longer morale shock resistant; only elite type units have this trait.

v1.05.0
* Winged Hussars are now a heavy cavalary unit available in the early game. They are only buildable in Barracks or Drill School (i.e. forced obsolence). They are a little more expensive. They are the best early game cavalry.
* Russia should now be able to recruit Grenadiers. (I may also make Pikemen recruitable by Russia, but this will need to wait for the AOR work).
* Gorodskiye Streltsy are now armed with muskets. Their H2H is slightly better, and their morale is lower (they were underpaid, and being disbanded). Their campaign cost has been adjusted, but is still lower (they were, after all, underpaid) than an inferior unit (euro_militia). They are also only available in earlier buildings; they become obsolete, and they are only available in Russia's home regions, in order to reflect the anti-Gorodskiye reforms between 1689 and 1720.
* All melee-type cav has received a +2 or +3 to charge; this will help counteract the much smaller bonus vs. infantry they receive in this mod. If I mad my druthers, I would increase the fear effect of charging cavalry, but this is not possible.
* Tweaked all Naval loading values a little bit. Brits are best at loading again.
* NA artillery is 50% more expensive, to help convince the AI to buy less artillery.
* Elite Infantry types no longer use Platoon Fire / Imp. Platoon Fire.
* Text strings updated to reflect changes to Winged Hussars and Gorodskiye Streltsy.

v1.04.0
* Some colonial units have slightly more expensive upkeep, to represent the difficulty of raising and continue to suppy units outside of
Continental Europe. Colonial artillery takes 1 extra turn to build.
* Grenade Launcher Units (not grenadiers) no longer recruitable in the Campaign game.
* Rogers Rangers now better than regular Rangers, again.
* Fire-by-Rank now is researchable with an Army_Barracks and requires a smaller number of research points. The AI will research much earlier as well.
* Grenzers recruitable.
* Regiments of Foot, Substandard are now cheaper to recruit, but have a higher upkeep. This is to encourage their use as a stopgap solution
only; this makes sense as well: they still require pay, chow, uniforms etc... like a real line unit. A maximum of 8 are recruitable to keep
the AI from over-recruiting them.
* 18 Pounder Guard Galloper should now be recruitable with Ordance Board and Engineering School.
* Many fixes naval ship armaments, reflected in the English localized text included with this mod.
* Xebec crew size larger, to reflect their common Med. usage as a privateer.
* American heavy frigate morale improved.
* British ships are +2 morale, -1 speed. British reloading speed now matches other countries (it was about 25% higher!). They notoriously underfunded gunnery practice.
* Naval projectile roundshot damage slightly tweaked follow physics, e.g. pain=m*v^2.
* Naval base reload speed increased 18 -> 25; this is still far faster than reality (should probably be around 120). Carronades still fire significantly faster.
* Galleons, Flyts, Race-built Galleons all now have more appropriate crew sizes, more old-fashion (i.e. lighter) armaments. As per all crew / unit size changes, starting units will not reflect these values, only those post-repair or built during a campaign.
* Russian Infantry regiments are now normal sized. Their stats have changed: acc: 45, reload 17, melee 9, charge 5, defense 15, morale 10. They are now the best defending Line Infantry.
* Austrian line cost fixed to account for smaller size than vanilla.

v1.03.0
* The CAI will now weigh the adjaceny, existence of an alliance and military strength as more important when deciding to make war or peace. Diplomatic relations (the +/- values on the diplomatic menu) and interfaction relations (what my friends think of you) are both now a little less important.
* The flank and rear attack bonuses have been removed. This improves the post 1.2 patch BAI. The morale penalty for flank and rear attacks still exists. This is not a miracle fix, but does generally improve the BAI.
* Removed my naval morale changes. I just wasn't happy with them, and until I can modify more of naval combat, I don't think they're an improvement over vanilla.
* Fixed a bug where I had swapped melee values between NA warriors and NA tribesmen.

v.102.0
* Changed Republican Conscripts back to 1 turn to recruit (this is what they should have been, as they are essentially a militia-type unit).
* Gave Republic Conscripts and Republican Guard a 5% discount in recruiting cost (but not upkeep). This can be used to help off-set the recruiting penalty that Republics receive.
* Increased the upkeep cost of demi-cannons. These required large teams of oxen to draw -- as many as 24-per gun (which means 2x - 3x that number on campaign!), and that was one of the (many) drawbacks. This should have been done much earlier, but I missed it when I was hex-editing. This has two benefits: first, it will encourage the AI to modernize artillery and and second, it will balance them better, as, with their longer ranger, they were still pretty useful even without moving.
* Tax efficiency logbase from 1.25 to 1.35. This shallows the inefficiency curve from owning many provinces *slightly* (if you own 25+ provinces, you might see about +10% boost in taxable income). Note that making protectorates does NOT trigger this inefficiency -- so protectorates are a good way to maintain a solid income.
* Added the subtle and excellent work by Jingle_Bombs to make the uniforms look more period appropriate, i.e. 7-years war vs. Vanilla ETW's American Revolution.
* Republican populations are, in general, happier.

v.101.0
* Fixed bug in unhappiness for iron industrialization.
* Added middle class happiness penalty to industrialisation buildings. It is, in general, smaller than the penalty to lower classes, but reflects the general unrest that even constitutional monarchies can suffer in periods of social turmoil.
* Added Obushnikov's musket and cannon sounds. They're hands-down the best I've heard.
* Made some very small adjustments to gov't types:
Absolute Monarchy
Research -30% (slower)
Recruit -20% (less costly)
Lower Class Happiness +4
Upper Class Happiness -4
10% greater effect from the destabalizing influence of educational facilities.
Constitutional Monarchy
Research -10% (slightly slower)
Recruit -5% (slightly less costly)
Lower Class Happiness 0
Upper Class Happiness -1
20% less effect from the destabalizing influence of educational facilities.
Republic
Research +5% (faster)
Recruit +15 (more costly)
Lower Class Happiness +5
Upper Class Happiness -4
40% less effect from the destabalizing influence of educational facilities.

v.100.1
* Fixed a rare crash bug when loading battles in North America.

v.100
Battle Movement Speeds:
* All land units are about 35% slower. This creates a generally slower game, and increases the time under fire when closing with firing units.

Weapon Lethality:
* Small arms ranges are about 25% greater. There is time for a line unit with rank fire to fire 3 full volleys at a closing melee unit.
* Musket, Matchlock and Light Inf Muskets now represent similar weapons, but different doctrines and training. MUSKETS are weilded by well trained line infantry, trained to level their musket (though, perhaps not aim) and fire, often on command. MATCHLOCK weapons are poorly maintained weapons weilded by ill-disciplined troops that will open fire beyond the range of effective range of their weapons. LIGHT INFANTRY MUSKETS are muskets weilded by troops that have been trained to fire accurately, and engage a greater distance than line troops. Ranges are 90, 105 and 130 respectively.
* The impact of extended ranges on accuracy is much more significant.
* All weapons can now misfire, with percussion cap weapons have the lowest misfire chance and matchlock weapons the highest. Misfire causes a 3-second "retry".
* All artillery, naval and land, now has variable effective ranges based on historical data.
* All artillery, naval and land, fires a number of grape or cannister pellets that increase in number with gun weight.
* All naval artillery is now somewhat more accurate, and does a little more damage at close range.
* All naval artillery is significantly more accurate at range, and ranges have significantly increased.
* Carronades are now much faster to load than an equivalent gun of equal weight, but of much shorter range. Carronades historically weighed about 1/4th to 1/5th compared to a gun of equal weight, could be fired much faster but threw their heavy shot much shorter distances. Carronade damage is equal to a gun of the same weight.
* Carbines and pistols both fired a small ball than muskets (usually about .5 caliber vs. .6 or larger), and are therefore slightly less lethal when they hit a target. They are also less effective against armored targets.
* Net musket lethality is slightly lower than the vanilla game, especially at longer ranges, due to the stronger drop off of effectiveness at range AND the significantly slower battle map movement speeds. This benefits the Battle AI due to its tendency to run back at forth at extreme range. It also encourages a slower and more deliberate play style. Above all however, this provides a
much more realistic casualty rate under musketfire, and, due to the way morale works encourages the player to utilize a more historical doctrine of a few volley than close with bayonets. At close ranges, musket volleys can still be deadly.
* Cavalry has had its global melee bonus against infantry reduced.
Land artillery ranges, ball or shrapnel:
3 pnd - 270
6 pnd - 400
Saker - 350
9 pnd - 500
12 pnd - 550
18 pnd - 550
Demi - 500
24 pnd - 600
Fort mounted weapons have +50 to these ranges, due to elevation and a superior firing platform.
Note that ranges increase quickly with the lighter guns -- their effective range is also close to their maximum range. Larger guns, however are less limited by ball carrying, and more limited by other factors, such as visibility. The numeric ranges in game equate very roughyl to about 1.5 yards.
Lastly, as Mortars cannot be used in the doctrinal correct way (trenches dug close to the enemies walls), I have kept their range longer than it should.
* The effectiveness of grappling hooks has been reduced. I would prefer to remove them from all units, but, in this glorious new age of cannons, the AI appears completely unable to knock a wall down with a cannon, and CA, in its wisdom, neglected to implement saps and the like.

Land Unit Changes:
* Many units have received small adjustments to cost and upkeep to maintain balance with the changes below. This is also necessary to keep the CAI from over-prioritizing units.
* Almost all units now take longer to build. Militia and Irregular units can still be raised in 1 turn. Line and other regular units require 2 turns (assume about 6 months to organize and recruit NCOs and officers, and 6 months to recruit, equip and train the soldiers). Elite units and British Line units require 3 turns. Some elite units may require 4 turns. Prussian and Swedish Line train in 1 turn due to the benefits of their cantonment system indocrinating military age males. In principal it now takes 1 turn of "administrative request" + training time to raise a unit; if a unit comes ready to fight (think: militia, rregulars and feudal-system soldiers), then they require only a single turn to raise.
* Grenadier units no longer throw grenades. This has been replace by a +2 bonus to melee. They can now also rank fire, and their size has been increased to equal line units.
* Light Infantry units are now larger in size. Historically, light infantry were used as line troops, and detached occasionally for skirmishing duties. I have chosen not to model this doctrine here, as it would make light infantry too similar to line units.
* Armed Citizenry has now been renamed, "Urban Militia" and their stats have been increased somewhat. These are units of local militia, perhaps drilling once a month, that will provide the last line of defense to an urban area.
* Militia units have now been renamed, "Regiment of Foot, Substandard". They can be raised in 1 turn, however they do not have access to advanced firing drills. They represent poorly equiped, poorly trained and poorly led units that may need to be thrown into the line of battle prematurely. There is a limit of 12 at anytime; this is to keep the AI from overbuilding these units, and to encourage the player to replace them with propper line of battle regiments when the opportunity presents itself.
* Carbineers, like Dragoons, were historically used for policing. They receive the same bonus to policing that dragoons receive.
* All non-artillery units can now hide in wooded areas. <- CA actually added this for the patch! I added a few more units to the list. Now, only general-type units and elephants cannot hide in woodland. NA general can hide in woodland.
* The size of General units has not been changed. This is because the CAI is already reluctant to build them in sufficient numbers.
* Rangers and Native American units are a bit smaller and a bit tougher. Most have build limitiations on them, reducing the number of elite-type units you will see.
* Grenzers recruitable, but no longer use a weapon for which there is no historical support for wide usage.
* Artillery is more accurate, however it is not as accurate as it should be. This is because it is allowed unlimited ammunition, so it needs to stay a little bit nerfed. Hopefully CA will implement tracking ammunition in the future.
* Line units have additional diffentiation to account for doctrinal differences in training and usage. In general, a higher morale represent an experienced NCO corps and lower morale represents forces that did not make use of experienced NCOs; a higher defense value represents better close order training; a higher charge or melee represents training in 'the bayonet'. Highlights are:
o Prussian line is very effective on defense and offense, and is recruitable in 1 turn, due to the benefits of the Cantonement system.
o British line has better firepower, and is good defensively, but take 3 turns to build.
o Austrian line is of low quality, but is less expensive to build and maintain.
o Russian line is larger, but of poorer quality on a whole.
o American line has the best accuracy, but may not stand as effectively against a determined charge.
o Swedish and French line are both good at attack. Swedish line is recruitable in 1 turn, due to the benefits of the Cantonement system.
* Grenadiers and other elites now have access to rank fire.
* The reload bonuses for firing drills has been slightly reduced.
* Pikemen are better defensively, but have much lower charge bonus. They also now 'scare horses'.
* All unit with musket_matchlocks have had their accuracy reduce to counteract the added range.
* Ranger units are smaller, but more lethal.
* Cavalry previously received a large bonus against INF (+10), that has been reduced (now +4). This makes cavalary less effective in a drawn out melee. Use cavalary for its shock value when the enemy is waivering. This will also make squares more effective.
* Most musket-armed light infantry now has bayonets.
* Whlie CA gave jagers rifles in the patch, they neglected to fully fix the issue, and they were still shooting shorter range musket balls. Fixed. Their morale has been dropped slightly: these were irregular troops, not trained regulars.

Land Battle:
The morale model used in battles has been completely reworked to balance correctly with weapon lethality and slower movement speeds.
* All units that may fight in the line of battle, or were reasonably competent in H2h, now have the ability to 'Cause Fear', however the radius has been significantly reduced. Historical and credible examples of true melees on the 18th century field of battle are very rare. More commonly a unit would waiver, then rout, when presented with a disciplined line of bayonets. This now occurs sometimes, especially if the unit has taken many casualties, or has take casualties recently. Melees still occur, but tend to be more decisive, with low morale troops routing somewhat more quickly, occasionally before contact.
* Units are now more likely to regroup to fight again after routing.
* Infantry alone is not likely to stop a determined charge with musketry alone, however, cannister armed cannons are highly likely to do so unless caught off guard.
* Fire and advance reload a little faster.
* The defender's benefits of firing from walls are greater.
* The value of cover / building has been slightly reduced.
Unit Experience:
* All unit abilities increase steadily as a unit becomes more experience, except Morale. Morale peaks at +3 at level 4 experience, and then decreases steadily. This represent the extremely well documented effect of combat fatigue, and the "survivor" mentality of the most veteran troops. They are still more effective than less-experienced troops, but must be used carefully. "Sending in the old guard" should not be a decision taken lightly.
* Units acheive low experience levels more quickly, to represent the immediate bonding effect even a limited amount of combat can have.
Naval Battles:
* The morale impact of being fired on from the stern (raked) has been increased. I cannot find away to increase damage when being raked.
* The morale impact of suddenly taking many casualties is somewhat greater. A waiver ship, ranked from the stern by grapeshot may strike its colors.
* Ships rout or surrender a little more quickly.
* The penalties for being demasted, on fire, and suffering over 30% damage in a short period of time are all greater.
* The damage bonus for firing a broadside is gone. The benefit of firing a broadside is the morale shock value.

Campaign Balance Changes:
* Automatic policing can now only help with a maximum of 3 unhappy people (was 4).
* Some "happiness buildings" in capitals have had their benefits slightly reduced.
* Automatic policing now about 2x more expensive. Policing newly conquered regions can be a large economic drag.
* "Happiness towns" increase regional economic growth slightly. They are more necessary and useful than they were previously.
* Religious building produce less happiness.
* All government types adjust significantly
Absolute Monarchy
Research -30% (slower)
Recruit -15% (less costly)
Lower Class Happiness +4
Upper Class Happiness -4
10% greater effect from the destabalizing influence of educational facilities.
Constitutional Monarchy
Research -10% (slightly slower)
Recruit -5% (slightly less costly)
Lower Class Happiness -1
Upper Class Happiness -1
20% less effect from the destabalizing influence of educational facilities.
Republic
Research +15% (faster)
Recruit +15 (more costly)
Lower Class Happiness +5
Upper Class Happiness -4
40% less effect from the destabalizing influence of educational facilities.
* Naval hospitals can now build 1st rates (though not strong 1st rates).
* Steamships are no longer recruitable. They are not appropriate in the 18 century.
* Campaign map speeds are faster, especially wtih high quality establishd roads (levels 2+). This is done to overcome the rediculously slow movement speeds of armies otherwise. The aids the player and the AI both equally -- the AI, with its tendency to change its mind between turns, is more likely to carry through with attacks.
* It costs 600 population per recruited unit. While I generally consider TW units to represent "reality" at a rough ratio of 10:1, the AI does not take population into consideration when recruiting, and will hapilly denude its own towns (especially those in the New World, which begin with low populations).
* School cost is now 3k, 5k, 8k, 15k. I am considering making them more expensive still.
* School build time is now 3 / 6 / 10 / 18; it will now take 37 turns and 45k to fully build up a new school.
* Campaign AI weights alliances slightly more favorably when making war and peace decisions.
* Campaign AI is slightly more likely to support allies in war.
* Campaign AI will try to recruit artillery at the cost of recruiting dragoons (but other cavalry is unchanged).
* Campaign AI is slightly more likely to keep small armies (9 or fewer units) together.

Ancillaries and Traits:
* Many ancillaries and traits have been modified. Two significant changes have been made: morale bonuses have been significantly reduce. This is to somewhat reduce the positive effect of a great general. Why? First, the command bonuses are already very good. Second, the almost uniformly benefits the player since the AI has such a hard time recruiting and keeping its general alive. The second major change is make it much easier to gain negative effects due to lost battles. Again, the reasoning for this is as noted above: lost player battles are so rare, even on VH that developing negative effects was almost impossible.
* Research traits for gentlement now have an 'opposite' which takes a negative hit at levels +2 or above.

Other:
* Field uniform colors are slightly less saturated for some countries. Dyes of this period were not, or imperfectly, fixed, and when exposed to inclement weather, uniforms would fade quickly.
* Projectile trails are subtler, but still visible.
* Removed recruitment points from the cheats allowed the AI. This allowed them to build much too quickly.

Downloads:

Download The Rights of Man v1.11.0

* NOTE: IT IS STRONGLY RECOMMENDED THAT YOU START A NEW CAMPAIGN IF YOU ARE NEW TO THIS MOD, OR USING A MOD VERSION PRE-v1.10.0. This is because the new recruitment areas will not function properly without it.

Download The Rights of Man Optional Media Pack

This optional media pack includes Spanky's awesome loading screens, and my own selection of period music for the load screens. This is compatible with any mod that does not change loading screens or load-screen music.

v1.01 updated with better install readme.

Download The Rights of Man Optional Music Pack

This optional music pack replaces European campaign music with lesser known works from period composers such as Buxtehude, Telemann, Blow, Corelli, Scheidt, Boccherini, and of course Bach (Scheidt technically predates but was very influential). All tracks are in a minor key, and selected to further the player's immersion in the period. This does not repalce music for non-European factions.


Mod Status:
Ready to play!


What's Next?
Naval warfare is still not what it could be... and it wouldn't hurt to expand this AOR system a little bit...

 

 

 

 

 

고증 모드입니다.

 

출처: http://www.twcenter.net/forums/showthread.php?t=254127

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