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At the moment, no matter what order, More Buildings Reboot is always on top and the game can't read this mod at all.
I'mmmm baaaaaack.
I'm making a 1.9+ version of my Tribalism Improved mod (upgrading tribal buildings to level 4, and building tribal holdings in empty provinces) and uh and uh you know exactly why I'm here.
Can I integrate updated versions of the buildings in this mod, and then in cruel abomination make them upgradable to tier 4 again?
Separate from that, may I make an updated version of this mod?
In either I might also include extra innovations for getting more building slots, so it'll be possible for a tribal player to make the mega-tribe of their dreams, but that could be troublesome when switching to fuedal and making slots without things to fill them, so that might instead be limited to the updated version of Tribalism Improved, which in that case would come with some extra buildings for the medieval peeps.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2783093417
I have an evil and disgusting idea. Is it alright if I make an add-on mod to this mod that makes it possible to upgrade the buildings it adds to level 4?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2775294637
can_construct_potential = {
always = yes #Tribes are set at game start.
}
Ideas for your great mod
I would like to see some buildings related with pastures and cows.
To Hunting-Ground building should be added a little of Gold profite,
To Raiding-Parties 1 Champion
And I miss some building which give you piety, as Barbarian one can not have temple-holding .. but it could be fixed with a new pagan building.
Extra slots to build would be a good thing to see in your mod.
I've remade that not working mod
I have cities of wonder, most likely candidate in my load order for conflicts. Do you have it? If not, we have our answer
Does that mod even work right now? It says last updated for 1.12....
Also, I prefer to keep this mod clean, this mod should only change buildings and nothing else.