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Other than that, great job! I think the 25% reduced science might be a little too harsh, but only a little. I got stuck on an island with only one victim to play with until I could get to astronomy and cross the ocean. On the bright side, nobody saw Denmark quietly disappear off the face of the earth. Muahhahaha...
...Then I won through diplomacy anyway. High tech armies beat small long-distance hordes from another continent.
Thanks for all the support and feedback so far, I will try to have more out soon.
Actually, in the original version of the mod that's what it was. I changed it because of how I wanted them to work. I wanted them to be a quantity over quality type of civ, which ogres didn't really work with.
In other news I might release the BNW version of this soon and make some of the other nations I said I would. I lost a bit of interest after I couldn't get a certain trait working, but I'm willing to try again. If I have some extra time I'll get on that soon.
as a sugestion they should have increased sight and attack when darkspawn are near
While I know it is kind of strange to see Darkspawn building a circus or a Gatling gun, I think it's for the best as far as gameplay itself goes.
In other news, I'm working on the Qunari, but having some issues with the trait, as it's much more complex than what I did with this one, and I admittedly am learning as I go.
I'm sorry to those of your having problems, I'll see if the next release has similar issues, and will try find a solution based on that. Are a lot more of you guys affected by it, or is it only the few that said something about it?
I just see a lot of potential here and I want to see it done to perfection.
Yeah, I was thinking of something like that, but the problem is that I don't really want to do just factions of people, as they're not actually Civilizations. I was thinking of mixing them into the actual countries though, like Tevinter may have a form of mage, as well as Nevarra if I do it.
No mods work in multiplayer :(