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The start seems rather rough. Perhaps a group of five swordsman or some such to bolster ability to take other locations, or have a force to defend home with against roving deer/bears?
After converting a village, you get a guildmaster there, and then the location couldn't be converted again. I haven't actually lost one yet, but does that mean if you lose that guild house, you are out of that type of guild for the rest of the game? I've noticed after you've settled three guild halls, you no longer produce a master at future halls, rendering troop production very finite.
Adventurer summoning can only be done with the warrior guild master, and that's well and good, but it does mean you only have a troop of 2-4 weak stupids running around getting killed. Sure they have some gold income, but when they die after two turns because there is a beholder filled mine right next to your starting guild hall that they simply MUST raid, it doesn't even come close to covering the cost of the summoning.
Thief guildmaster is Tief. Same with master thief. Is this intentional?
Would asking for a changelog be too much? If so, that's fair, but editing your original post with the new versions may be preferable regardless, as otherwise you will end up burying the current version when this gets up and running with people commenting. I think a lot of people are afraid to even try this mod without a description yet, which is a shame because I think it will be great!
balance and bug fixes
https://steamhost.cn/steamcommunity_com/app/403950/discussions/1/1776010325116397093/