War Momentum (less cumbersome wars)
战争动量(更少繁琐的战争)
About this mod Machine translation
In the original, the nations were far removed from the ever-changing balance of power in the war. Indeed, if a country has lost its army and the countryside is burning, the garrison of a fort has little reason to hold on because, after all, no one will come to their aid. This mod makes wars come to an outcome much faster, and countries that have suffered multiple long-term occupations have a more difficult time maintaining their own stability (such as the Golden Horde).
This mod imposes penalties on countries at a disadvantage in war, lowering fortress defenses and increasing war exhaustion. Troop losses, enemy occupation, diplomatic pressure from trapped allies, and the fall of the capital all contributed to a quicker conclusion to the decisive war. AI performance is also affected, creating more dynamic and interesting results.
military strength
Up to +0.5 monthly war exhaustion and -50% fortress defense.
Track the status of four components relative to their wartime peak:
Army Strength: The combat effectiveness of all deployed armies (standing armies, mercenaries, levies) as well as unlevied corvees. Contributes to both war exhaustion and fortress defense losses.
Manpower: Current reserves, up to 4 times the capacity of the standing army. A large reserve of manpower means nothing if you fail to raise it into a meaningful army. Contributes to both war exhaustion and fortress defense losses.
Naval Strength: The overall strength of the fleet weighted by the crew and hull size of each ship type. Only contributes to war exhaustion.
Sailors: The current reserve of sailors is up to 4 times the fleet's comprehensive strength. Only contributes to war exhaustion.
Armies and navies are weighted according to their proportion of overall peak power. A country with a large navy and a small army will feel the loss of its navy more severely than the loss of its army.
Military strength is reduced through casualties and restored through recruitment, manpower recovery, or the hiring of mercenaries. After a month of peace, the peak resets. The military strength of a vassal state combined with that of its overlord.
occupied home territory
Up to +0.4 monthly war exhaustion and -50% fortress defense.
Scale in proportion to enemy occupied territory. Reinforcement locations are weighted 5x.
capital
Capital Resilience: Up to +50% fortress defense, offset by half of global penalties.
Capital Fall: When your capital is captured by an enemy, a fixed -25% fortress defense modifier is applied. The original version already imposed a -0.1 war exhaustion penalty, which has been retained.
diplomatic pressure
Applies up to +1.0 monthly war exhaustion to war leaders (in practice, it's usually much lower).
War allies that cannot separate peacefully exert diplomatic pressure on war leaders to end the war or, in the case of alliances, to continue the war. The vassal state always exerts pressure on the overlord state based on its war fatigue. When the ally's war fatigue exceeds 5, it will apply pressure. If it is below 5, it will reduce the leader's war fatigue. Each country's contribution is weighted by its tax base relative to the leader multiplied by 0.5% of the current (or current minus 5, for alliance members) war exhaustion.
Vassals with limited diplomacy and members of alliances with unbreakable peace have their own war exhaustion penalties halved.
civil war
Territory occupation: The side that occupies less territory will be punished by the occupied home territory modifier. Reinforcement locations are calculated as five times.
Civil War Surrender: Each side can surrender within 12 months after reaching 20% war exhaustion. This corresponds to forcing countries to automatically surrender when reaching 20% exhaustion in a conventional war.
automatic conquest
The states that expanded territory and occupied it in the current war (such as Tamerlane and the Conquerors) still exert occupation pressure on the original defenders. Conquered areas are …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.