Rise of Nations is not a perfectly balanced game, and CBP doesn’t make it one either.
RoN is a reasonably balanced game though, and (by most people’s counts) CBP is a net-improvement of that balance.
There are a lot of areas which I’d like to probe further for CBP but am unable to due to lack of playtesting and quality discussion. This isn’t intended to be a comprehensive list of literally every possible change, but it can be used as a somewhat comprehensive starting point. Here’s what’s been left on the table.
The damage calculations for RoN are, in short, complicated.
Units have a base attack value, which then goes through potentially up to at least eight unique damage modifiers12 depending on the units (and/or buildings) and circumstances involved. After all the modifiers, the defending unit’s armor is applied as a flat reduction and you end up with the final damage value.3
All of the static modifiers are calculated on game load, allowing for the values that are hardcoded into the game to be modified further by its game files, such as through official patches and user-made mods. The resulting calculation is a 493×493 table made by the game featuring every unit and building in RoN, even some that can never enter combat (Bison, Whales), or that are never used in the game (Siege/Catapult Ships).
This 493² matrix is part of the enormous header located in save game files, meaning we’re able to extract and view it. Here’s how to go about that.
Depending on how you classify things, there are three or four different forms for RoN mods:
Dropdown mods (which can be Workshop or Local mods, but not Direct mods)
While pursuing improvements for CBP Alpha 7, I’ve explored many ideas to improve the usability of the mod. In doing so, I got this close to creating another mod format that would’ve combined the stability advantages of Direct mods with the file separation that Local mods have, and the distribution and ease-of-use benefits that Workshop mods have.1 Here’s what went wrong.