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- Smart Construction of Kruna

Smart Construction of Kruna
About This Mod
Construction restructuring The construction industry now needs material goods for production. Merchandise can be bought, sold, and taxed, as can other goods, and is consumed by all buildings as maintenance costs. Rather than needing construction, the construction sector has begun to expand as the state urbanizes, with PMs increasing/reducing the labor force through increased mortality (and demand for materials). Materials are produced in urban centers (at different costs depending on the construction method of PM - wood, steel, steel frame, arc welding, etc.) or in self-contained buildings (fixed price per worker). The cost of construction was rebalanced and increased overall. Military changes Battle width Infrastructure scaling: 50% to 500% (descending) Quality adjustment ratio: removed (maximum was +100/200% for attackers/defenders) Technologies: added. +10% of technologies for unlocked military PM (+150% in total) Random: 33-100% -> 50-100% (attacking), 50-100% -> 75-100% (defensive) Combat mechanics Combat mortality and morale loss, rate of advance in combat, and early losses are faster and more dynamic combat; Combat support Adjusted combat exhaustion and its source, combat support is now 100 to 0, not 100 to -100. An exception is the civil war situation, where the party whose combat support is first reduced to 0 is merged with the other party. Military AI is now more willing to make peace offers to both players and other AI states, and mobilization priorities and tactics have been adjusted to significantly reduce persistent and disruptive warfare between counterpart states. Other changes A number of AI adjustments have been made to improve the economy, military operations, and politics. The effects of wages and tax levels were adjusted. The level of taxation now also affects loyalty growth due to SoL changes. A number of laws, especially those related to the military, have been amended to make them more competitive with each other. There are also a number of minor changes, adjustments and modifications not included in this list. Construction reasons Vanilla implementation of the construction sectors not only made the gameplay cumbersome, but also caused unnecessary AI problems: the optimal game cycle spammed the construction sectors throughout the game to minimize input costs, and largely ignored everything else. This change is intended to improve the game's appeal by adding meaningful options, but not removing them. In the Military Vanilla combat system, more troops on the front line are actively unprofitable as long as they can fill small combat spaces: 50 quality regiments will defeat 3,000, while they are worthless and practically not exhausted, so the presence of any other army except a small one in the vanilla game prevents them, and the problem is exacerbated by the fact that reinforcements actively reduce the effectiveness of the battle due to the mechanics associated with the vanilla battle spaces. Add to that the extreme randomness of the battle, and the overall system becomes extremely easy to abuse and almost cumbersome and difficult for the average player to understand. The changes are aimed at eliminating the most obvious problems. In practice, the scale of combat is from 700% (lower) to 250% (upper) of vanilla, and although it becomes larger with the development of technology, the solution is faster due to the peculiar effect of a snowball. That is, as long as you fill (now much larger) battlefields, you can do without as many troops as the enemy, but if you don't have enough reserves and you lost the war, you may enter the next battle with demoralized troops, leading to a spiral in which the entire front will increasingly weaken.
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