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That whole "lets add neat attributes at xp level 7" thing you did was pretty cool, and game has a bunch of rarely used modifiers and niche attributes that might be fun to play around with.
NGL I kind of though that barrier got removed because it became substantially easier to stack 80% resistances on phoenix guard.
I'll tweak Strength of Avelorn tech effect to also give armour to Sisters of Avelorn.
My personal opinion on the visibility from Maritime Empire / Spy Networks is that if you research it, it's a massive economic buff to be able get a load more diplomacy agreements. I'll keep those as is, especially since Maritime Empire giving visibility is a vanilla effect. You can always prioritise other techs sooner until you're ready to deal with those factions who might declare war if you made contact.
Thanks for your feedback though :)
I made quite a lot of broad changes with the update on 29th June - and felt that at point it was better to just redo all the screenshots for the mod. But you can see my comment down in this thread for when I made those changes.
One thing I might do in the future is made a mod which adds some spice to the 4 High Elf Rites, and make it so that Rite of Asuryan also gives barrier to Phoenix and Phoenix guard (a bit like Gor Roks rite which gives barrier to Saurus). That way Phoenix guard can have barrier sometimes but without you being able to build around them being a front line troop all the time. What do you think to that, and are there any other little things like that you'd like to see added to the Rites :) ?
//Not seeing it in the changelog, therefore asking.
In this case, I'd also wanted to completely remove those vanilla effects from the techs they appear on. If you look at my changes in `effects_tables` at the changes in my `cs_high_elf_tech_improvements_disable_some_vanilla_effects`, I've set the `Priority` of those vanilla effects to 0 (along with adding in a duplicate instead).
Setting the effect `Value` to 0 in `technology_effects_junction_tables` doesn't stop the tech showing up sadly. I think I got the idea for doing it that way from these Total War modding wiki [tw-modding.com] notes.
I was torn at the time between replacing the tech nodes or 'disabling' those effects. In hindsight, it would probably have been cleaner to replace the tech nodes.
On that note, a technical question: why all the vanilla effect overrides? Am I missing their purpose? If it's just to overwrite the loc text, then you can override vanilla text simply through load order - i.e. if you prefix one of your loc filenames with a "!", that file will take precedence over vanilla and let you overwrite vanilla keys.