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In any event, excellent work. Thanks for the great mod!
Thank you in advance!
Slots 1-4 and 22 are for wilderness factions or slow developing factions.
Slot 23 is for whoever you want to be most powerful
... and 24 is for that faction's evil necro antagonist.
The ideal balance I aimed for was 23 being a tough opponent, but beatable by letting its evil counterpart wear it out, while you consolidate over the outer rim opponents. Actual balance may vary.
Working to conquer the underworld now, but it's nowhere near as easy as it used to be. Not sure it's doable for factions unable to reanimate the dead; if I was actually paying for the troops lost in the darkness, I'd be pretty salty about it.
Mohreb, they can all be edited except for Hades. Most are already good enough for what they are, imo. There might still be bugs in Illwinter's editor. I mainly just edit the text files directly.
Have you plans for the "sky" realm too?
There isn't much script firing after -1 turn, so it's just a dozen or so AI armies slowly conquering Agartha that can be computationally intense on some systems.
I will launch a simple version of the new map soon, with the underground pre-conquered like the old map.
I'll include that option with the update that has dwarf and pale one agartha starts. Those who need simplicity can get it, and those who want more can also get it.