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Does the AI beastmen even have army limit caps?
If AI beastmen are still beginning at 1 army limit cap at start they will be a lot weaker compared to everyone else.
If you do get the chance please "update" the mod so mod launcher does not complain that its out of date :)
What are you on? 2500 is already inbuilt in the game.
If the creator was to add another 2500 that would be 5k aka this mod.
Thank you very much for your work.
I think its actually the only one of its kind on the whole workshop.
Will you be keeping it updated as CA patches come out in 2020, pretty please?
1) Disable all the mods, and see if you can launch the game or there is any problem.
2) Enable this mod only, and see if you have any problem.
3) Enable all the mods but not this one, and see if you have any problem.
If 1) & 2) work fine, then this mod should have no problem in your end.
If 3) doesn't work, then you have mod conflicts between your other mods.
If 3) work fine, then you have mod conflicts between other mod and this mods.
By attempting to balance the game while having the mod enabled, it is my opinion that you have inadvertently unbalanced the TK faction versus the rest of the game world. It is ok if nothing changes as I understand your point of view and that I respect it but that is my two cents on it.
So the mod works as intended but I still wish that the TK would get some type of income assistance due to their structures are just as expensive as other factions. I realize TK is the only faction that doesn't pay for their army in any way however I feel that a reduced income (compared to other modded factions) would be more appropriate than absolutely nothing.
TK is designed for a faction with no background income, so its background income is disable by Creative Assembly. Giving income to TK will make the game broken and unbalanced.