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With this mod, Beastman spawns can cause death spirals in early game, particularly for races with slower population increase. This could be fixed by having all settlements start with some soldiers and specialists, and/or stopping Beastman spawns in the first 30 turns.
see next comment
I have some suggestions to make this mod better. I tried to do these things myself once upon a time, but couldn't figure out how to use your parameters, and most people have moved on to TWWH3 anyway.
See my next comment because of character limits.
WH3 version, but no SFO patch as for now.
Playing as Kraka Drak in northern wastes.
2/2
Without this one 'feature', the mod would be damn near perfect, if it had been designed to run per province only, it would work. But running with this mod gimps the AI and it only gets worse as you snowball, because players will prioritise full regions and housing buildings, and the AI will not.
This is so frustrating, because the mod is AMAZING in every other way - but if the AI cant handle something then the game falls apart.
1/2
I know how to play the game, and ofc it's managable. However, it would still help if normal spearmen would count as militia. That would be one reason to actually use them occasionally, instead of using shielded spearmen.
@Lorghul
are you here?
For example, you need tier 3 barracks to train elite soldiers, but those barracks don't generate elite soldiers.
Makes 0 sense.
For example nuln foundry having engineers, reiksguard castle having elites.
Also, Ports and unique ports including soldiers would also be fine. (since navy in warhammer is transformed into soldiers).
Their growth is really, really bad too. I probably have a few hundred chaos dwarfs in my capital and I'm 30 turns in.
Were it not for casualty replenishment from sacking and battles, I'd have no units at all.
BEWARE if you are interested in trying this mod!
As there isnt a manual or feature overview, would like some more details on the mechanics.
Thanks!
Can you elaborate what the difficulty settings do? Each one I mean
-block recruitment of units whose required population is not present
-add allies' local population as a requirement for recruitment/replenishment of their auxiliary units
-re-add beast populations
-make garrison size based on local population, with the unit composition still based on local buildings
Extra suggestions
-rename Merchant since merchants are traders, not soldiers (unless they're not supposed to be?)
-rename Hammers because I don't get what that represents
-please redo your cults mod now that auxiliaries and outposts exist! You can make the cults act as a free 'seduce units' pool to draw from when you or an ally attacks, AND there are already undivided and all 4 monogod cultists in the game now
Whatever you end up doing I'm sure is gonna be great, your mods are some of the best keep it up pls!