Playability+

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Author: Jack#6641

Last revision: 4 Apr, 2025 at 02:39 UTC

File size: 1.04 MB

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Description:

This MOD has expired. It’s not recommended to use it! If you’re interested, you can help me merge and update it to the latest version of the game. I don’t have the energy to maintain it. Thank you for your attention! Introduction: Enhanced industrial technologies, faster construction, more strategic resources, and more building slots. AI countries will have more tanks, more small-scale infantry formations, and slower technology research to avoid unlocking all technologies by 1950 and having nothing to do.

Why this MOD exists, problems I encountered in the vanilla game:
1. Insufficient industry and resources, slow development of military industry, inability to intervene in the world war in time, difficulty in having tank forces, and staggering fuel consumption by air and naval forces.
2. Technology research is too fast, often worrying about having nothing to do after unlocking all technologies. Many technologies don’t need to be unlocked. When industrial and electronic technologies are fully unlocked, technology research becomes futile and cannot further increase productivity.
3. AI rarely has armored forces. As a result, this World War II game often turns into a World War I game, with countries relying only on trench infantry and artillery to fight. When I tried playing the Soviet Union in the vanilla game, I found that when Germany invaded, the front line was almost entirely infantry and artillery.
4. The problem of the strong getting stronger, with warmongering countries becoming increasingly powerful like a snowball, and expansion and aggression seeming to have no cost.
5. The magical faction joining mechanism.

What this MOD tries to solve:
I hope to get a more playable game experience while hoping to see AI countries behave more logically.
Any country, with planned development, has a chance to rise.
Less trench warfare and stalemate. In the process of World War II that I understand, the war progressed quickly in most cases, but in the vanilla game, I often see AI stacking a large number of troops on the front line without progress.
The game can continue after 1950.
Developing military industry at all costs will have consequences.

Playability+ is an easily maintainable, lightweight MOD focusing on value adjustments, with the main purpose of improving user playability and the smoothness of the war process, allowing users to develop sufficient industry and resources and have a reasonable army, navy, and air force even when playing small and medium-sized countries.
I try to make the AI place more emphasis on armored forces with only minor adjustments.
In diplomacy, faction restrictions prevent countries with different ideologies from joining, avoiding the situation of factions being joined randomly.
In warfare, infantry defense is greatly weakened. I increased the command power limit and the maximum limit of army, navy, and air force experience, while hoping to avoid the situation of the front line being stagnant by strengthening the logistics companies.
If you, like me, think that the vanilla game has too many unnecessary limitations that make some countries unplayable, try this MOD.

Version 24.6.16 update:
Adjustment of irregular_infantry, any country unlocks the "Guerrilla Warfare" army tactic after unlocking the irregular_infantry formation. The attributes of irregular_infantry are weaker than the vanilla version, but require less infantry equipment.
Added infantry_battalion formation, which is a formation of 1 infantry, automatically added to the formation after researching any infantry equipment technology before 1940.
Adjustment of ai_temples, more tanks are mixed into the infantry formations of major belligerent countries.
Adjustments to economic and conscription policies, policies that favor military industry and conscription will have more negative impacts, such as reduced stability and technology speed, while policies that favor peaceful development will have more positive impacts, such as increased production efficiency cap and increased research and construction speed. This means that warmongering countries will pay a price, while in the vanilla version, the strong seem to always get stronger.
Late-game technologies in the electronics and industry lines will become increasingly slower, avoiding the situation where you don’t have many technologies you want to research after 1945.
Defense of all infantry equipment -85%, I believe that high defense is a value balance problem in the vanilla game. After testing, I found that the game can be played without requiring high defense. After greatly reducing the defense, I believe that the casualty ratio is closer to the real World War II. For example, high-firepower armored forces can achieve a 1:10 casualty ratio when fighting against ordinary infantry forces. If you are worried about the defense being too low, you need engineer companies, build fortifications, and larger-scale infantry formations. The game provides too many mechanisms to increase defense.

Technology:
All technology research becomes slower than the vanilla version, but the speed bonuses in the electronics and mechanical engineering lines are higher: to some extent, it alleviates the situation where all technologies are researched around 1950 in the game.
The logistics line of support technologies is strengthened, reducing supply and fuel consumption more: speeding up the war process and avoiding stagnation on the front line in the mid-to-late game.

Industry:
The infrastructure_building_slot / war_building_slot decisions add 3 building slots.
synthetic_refinery can provide more strategic resources such as steel, aluminum, tungsten, oil, chromium, etc., but the construction cost is increased by 6 times. You don’t need to worry about resources being everywhere in the world because building synthetic_refinery is very slow.
Rubber processing and refinery enhancement line technologies add extra strategic resources to synthetic_refinery.
Infrastructure and fuel storage tanks have 10 times the fuel storage capacity.
Technologies in the improved machine tools line increase production efficiency more.
Each technology in the industry line adds 50% more building slots.
excavation line technologies add more resources.
construction line technologies increase construction speed more.

Diplomacy:
Countries with different ideologies are almost impossible to join factions unless the faction leader actively invites them.

Warfare:
The naval supremacy required for naval invasions is reduced to 40%.
The maximum Command Power limit is set to 9999.
The maximum army, navy, and air force experience limit is set to 9999.

Espionage:
By upgrading the intelligence agency, a maximum of 5 spies can be obtained: alleviating the problem that the spy system is useless for most non-major countries.

AI:
AI prioritizes researching tanks, artillery, motorization, and support equipment, and places more importance on armor thickness technologies.

This is a personal MOD. I am not a historian or military expert. When making this MOD, I consider more of what I think "should be" rather than what historically "should be". I have adjusted many things, so you may not agree with these adjustments. I apologize for that.

MOD compatibility: There is no guarantee that this MOD can be used simultaneously with any other MOD. I don’t have the time and energy to test one by one whether it is compatible with other MODs. It is recommended that you only enable this MOD and drag it to the top of the list. If you are sure that other MODs have modified files that are completely unrelated to this MOD, they may be compatible, such as portrait beautification MODs.

This MOD is completely free of copyright. I do not guarantee that this MOD will always follow game version updates. If you find that this MOD becomes incompatible with version updates, you can copy it and merge the modifications into the latest game files.