Key Innovations of OCMOD3 • TRADING - Market trading is overhauled, reverse trading loses resources and market prices are different from the standard game. • RESOURCES - The six resources are best gathered directly. Trading is for emergencies and to use up surpluses. • MINES - Mines are cheaper to upgrade and it is important to do mine upgrades to support the economy and army. - Mine Upgrades are limited to a cap of 45 miners per mine. - There is a new Captures Option which is "No Capturing Peasants Centers Mines". • MERCENARIES - Mercenaries are stronger but more expensive to hire and slower to produce. - Mercenary Grenadiers and Mercenary 18th C dragoons are only available in the 18th C. • INFANTRY FORMATIONS - Formations give large bonuses in attack and defense. Infantry out of formation are weaker. - Different formations move at different speeds and have different bonuses. a. The Line formation has medium speed and strong fighting bonus. b. The Column formation has high speed and medium fighting bonus. c. The Square formation has low speed (same as artillery movement speed) but a high stand ground bonus. • CAVALRY FORMATIONS - Formations give large bonuses in attack and small bonuses for defense. Cavalry out of formation are weaker. a. The "Rank" formation is a "refused" line like so "]" and has low speed to move with line infantry. b. The "Column" formation is a wedge and has fast speed and an attack bonus. It is best used for cold steel (melee) cavalry going on the attack. c. The "Square" formation is really a line that is best for cavalry shooters (dragoons). • CHURCHES – The church is more expensive and is built mainly to enable progress to the 18th C. • PROGRESS TO 18th C - It is more expensive to progress to the 18th C. - Even Ukraine, Scotland, Algeria and Turkey can progress to 18th C. - These above four nations get no new units in 18th C but some existing units can be produced faster. - To get this faster production for these four nations run the Academy upgrade for Building & Salary. • PRODUCTION RATES – 17th C Musketeers produce at the same rate as 17th C pikes. 18th C units produce faster. • STABLES- Stables production is more even across the nations, although a nation like Poland still excels in cavalry. • PRODUCTION SITES – A key change is that the 17th C barracks now produce 18th C muskets in the 18th Century. The 18th C barracks are for the production of 18th C pikes, grenadiers, sharpshooters (skirmishers), 18th C officers and drummers. • ARTILLERY - Artillery has a slower fire rate but has greater range and delivers more damage. It is also more expensive. • RELOAD RATES - It takes longer for musket units to reload and they cannot reload while moving. • SHOT-POWER - Most units now have between 15 to 50 base shot power. • HEAD-SHOTS - The head-shot (kill-shot) percentage is much higher and is affected by range. - The head-shot is now the main way muskets get kills as all units have much higher life points. - Range affects kill rates. Volleys at close range get more kills. • HOUSES - Houses now house more population. Housing takes up less space on the map. • WALLS AND TOWERS - There are limits on wooden walls, stone walls and towers. - The Tower limit is 8. Towers have longer cannon range and a very long sight range.