So you might be asking why after nerfing Mercenaries so hard, why are we giving them these benefits? Just because we do not want them to be the main fighting force of your nation and be able to scale properly with the growth of your empire, does not mean we want them entirely gone or not keep them interesting to consider. They still fulfill a function as either auxiliary troops or as veteran soldiers that can give a hard punch even though they might not be able to replenish them as well or be as reliable as your regulars. And a nice thing with how they will work going forward is that we can create a lot of unique and interesting content with them.
As I’ve covered before, this is also why we’ve been going over sources of manpower for the player, we are quite happy with the numbers as is but we wanted the player to have a bit more control than just getting a lot of manpower from ideas, hence the changes to Drill, Professionalism and Buildings as some examples. Some other examples are we have reworked how supply limit and attrition modifiers interact to be a bit softer on you. Another change done is changing the overrun mechanics a bit. This is when you have 10x more forces than the enemy at the instant the battle is created, the combat is concluded the first tick and the enemy gets wiped. This still works but if you have enough to actually fill the combat width it is ignored. You will probably lose the battle if you are facing 30 000 versus 300 000, and you might still get stack wiped during the combat lock part, but you won’t get overrun anymore meaning in face of such an opponent you can still lower the sizes of your stacks. Of course mainly that affects multiplayer because I doubt you’ll see AI walking around with stacks in the range of half a million.
Let’s finish with Mercenary-based modifiers and what has happened to them now. I think we have covered this before but I still see the question so I’ll reiterate on it. Mainly this is about Available Mercenaries which was quite desirable previously. This of course no longer exists and has been remade into a new modifier called Mercenary Manpower.
所以你可能会问,为什么在如此努力地削弱雇佣兵之后,我们为什么要给他们这些好处?仅仅因为我们不想让他们成为你们国家的主要战斗力量,并且能够随着你们帝国的发展而适当地扩展,并不意味着我们想让他们完全消失或者不想让他们有兴趣考虑。他们仍然可以作为辅助部队或老兵发挥作用,即使他们不能像你的正规军那样补充他们或可靠。他们未来工作的一个好处是,我们可以用他们创造许多独特而有趣的内容。
正如我之前所讲的,这也是为什么我们一直在研究玩家的人力资源,我们对数字很满意,但是我们希望玩家有更多的控制权,而不仅仅是从想法中获得大量的人力,因此我们举了一些例子来说明钻孔、专业和建筑的变化。其他一些例子是,我们重新设计了供应限制和损耗修正因子的相互作用,让你感觉更柔和一些。另一个改变是稍微改变超限机制。这是当你在战斗开始的瞬间拥有比敌人多10倍的兵力,战斗在第一次战斗中结束,敌人被消灭。这仍然有效,但如果你有足够的战斗宽度,它将被忽略。如果你面对30 000对300 000,你可能会输掉这场战斗,你可能仍然会在战斗锁定阶段被消灭,但是你不会被超越,这意味着面对这样的对手,你仍然可以降低你的堆叠数量。当然,这主要影响多人游戏,因为我怀疑你会看到人工智能在50万的范围内走动。
让我们以佣兵为基础的修改器和他们现在发生了什么来结束。我想我们以前已经讨论过这个问题,但是我仍然看到这个问题,所以我会重申一下。这主要是关于可用的雇佣军,这在以前是很受欢迎的。这当然已经不存在了,并且被重新制作成一个新的修改器叫做佣兵人力。