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1: There is a GlobalWinner="First" tag in each medal/deed quest, so changing that to GlobalWinner="Participants" might allow multiple winners to get rewards, because I see that on other multiplayer quests.
2: If you can find or write some condition that only human players can pass, you could add that to the quest steps to block the AIs from winning. The tough part is identifying a condition that would actually do that, and I don't know of any. Maybe look at other quests for examples.
3: You might be able to block AIs from even getting the quest by adding some condition to the quest prerequisites. This would also require digging for a condition that actually does that, and I don't know what it will do if only some players qualify for a deed/medal quest.
<InterpreterPrerequisite Flags="Prerequisite,Discard,Technology">0</InterpreterPrerequisite>
I'm trying to edit for my own, to increase legendary deed cost for AI, so i could get them before AI easier.
Screenshot:
https://ibb.co/1f7m65C
Example, right now the military one has A)be first to pacify 8 villages, B) be first to kill 10 armies. Is there wa way to add C) be first to conquer a city, D) be first to own 3 heroes etc. I can do the conditions, my question is about can I add to number of choices at all?
Battle movement, on the other hand, is also uniquely powerful and shouldnt be too easily accessible. If every infantry or support hero could access that, it would really dilute the positional strategy of combat.
I think a simple +1 to base reinforcement positions would work better. You could even keep the reinforcement skills then, as going from from 3 to 5 is a lot more impactful than 4 to 6.
I think for Necrophages.. early game - so like.. era 2 - their micromanagement is not that bad at all. It startts to get really tedious later into the game.
I think an era 3 or 4 tech - or maybe as a quest reward for necros? - seems appropriate. I think at about ~era3-4, battleborn tend to fall off in usefulness, too. So it makes sense you get them easier at that point.
My main gripe with mykara is how heavily this scales. If anything, Mykaran units need an early buff, not a lategame buff. Your fungal regen buff is a heavily lategame-skewed one.
If you want, you could take a look at my major faction unit overhaul. I gave mykaran units a lot of buffs across the board and they do feel pretty decent now.