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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3117083206
Did you make your Kislev techs take longer, to compensate for the additional strength?
But for factions that already got their rework this mod is absolute overkill because every dlc/rework adds so much powercreep that they are already so much stronger than before.
Kislev just got 40 new "techs" with their rework and really does not need your 43 more because it will be too easy and thus boring. But everyone has to decide that for themselves.
In any case please continue updating and polishing your mods especially for those old factions that have fallen behind.
Cavalry has such great differences in the charge that it should always be improved as a percentage.
As Kislev still has to keep up with the other factions, some of them are stronger than other tech-trees. To compensate for this, Kislev has only 60 instead of 70% resource bonus in the tech tree.
I can reduce this to 50%, or those who want it hard can leave out one of the two techs.
Then you build longer for researching.
Blinkers +5 -> +15 charge bonus. 5 CB is unnoticeable
Unleashing the magic: Put it further in the tech tree, or nerf it to only the +total reserve. bonus magic per turn is a big buff. It's also in a tech line about outpost units, which seems weirdly placed?
Foreign legion & Fight For Kislev: Triple the bonuses, outpost units don't get most other bonuses
Upgrades for all: Either reduce to only the +10 armour, or place later on, it's current a very good buff for the entirety of the roster
Unexpected Strength: Triple the ranged buffs, non flying ranged characters have a hard time staying good later on anyway and this is a later tech
Experimental Gunpowder: Add a 10% misfire (miscast) chance, since it's experimental?
Endless arrows: Reduce to +10%, since it's for all units