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I was toying with the idea of having it use an action but make it a 1 tile AoE ability, but ran into another bug where you could then build a road next to some water and the road feature would be in the water as well. So I ended up going with this compromised solution.
It won't cost an action point to build the roads, you can build them as long as the unit hasn't spent its action point. 3 tiles in one turn makes it way too easy to build long roads and you also can clear a land tile after placing down roads or fire at an enemy unit.
I've added the first couple of compatibility patches up for the Chapters of the Imperium mods and I'll move onto the Heretics Astartes and Children of Asuryan next
Just wanted to check that was cool with you before I published it?
I've added this as a required mod and added you to the credits, naturally.
As for taking Imp0815's mod and just changing some stats and then publishing it, just doesn't sit right with me. Really sorry I can't help you out on this one.
My recommendation would be to go in an manually change the feature category of his trenches to "ImperialRuins", that should allow for his trenches to be cleared by the clearTile abilities.
Hope this helps!
<modifiers>
<modifier visible="0">
<effects>
<oreCost base="5"/>
<influenceCost base="5"/>
</effects>
</modifier>
</modifiers>
Only thing I can think of is that the game pace is modifying the price, just like it does for unit & research costs. Let me know if you have any other troubles with it.
As for being able to build roads on outposts, forests, and imperial ruins, I intentionally didn't allow roads to be built on them, so that you had to "clear" a highway for them. Also I'm not sure how the movement costs would stack with roads on those tiles, probably wouldn't make that big of a difference (just like building a road on rivers).
I'm glad you've been enjoying this mod since January