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@LWH In principle, this mod could be loaded with higher priority and it will apply the changes even if SFO is active, now I don't know if the effects will go accordingly
WH 3 will surely be very different and specific rules will have to be applied for it but I do not rule out making mods for it.
The rituals time and the technology time reduction could be adjusted by faction but I did not do the necessary tests to give fundamental values. Maybe in the next update.
The most op I have noticed is introduced with the Legendary Items mod for Legendary Lord, some become killing machines and others indestructible. but hey they are legendary lords right? : D.
Mortuary Cult / The Forge Multiple Unique Crafting (Tomb Kings / Dwarfs) which removes the maximum item crafting cap and Matt's Safe Runes which eliminates the possibility of runic blacksmiths failing.
Vampire counts do not have a specific advantage over this.
The technology is the same for both gamer and AI.
The reasoning for reducing the rituals is that everything has been reduced, keep in mind that in turn 40 with this mod it is equivalent to a turn 80 in the vanilla game, if I do not modify this the rituals would feel useless.
The AI and the player suffer the same wear due to terrain or any other circumstance.
I hope I have resolved your doubts, if you think that something is too op, do not hesitate to comment.
If magic is twice as strong, are dwarves getting buffed? How are you balancing Vampire Counts with that, as well?
Also,is research speed one of the bonuses you removed from AI? If so, do they now match the player with double tech speed or do they tech slower than us?
What's your reasoning behind making all rituals the same cooldown? For example, Skaven now can make more undercities, more earthquakes, and more plagues. Is that a deliberate decision?
As far as "removing perks such as attrition", what perks are we talking and does this apply to *all* attrition?