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Marcin made TGE be compatible with Xorme via a dependency, hence it no longer requires a compatibility patch.
TGE works with both Xorme and with this mod on their own but when all 3 are active a lot of TGE functionalities break - most new trade goods don't spawn and the latent good buildings don't spawn the new trade good, the infrastructure buildings are also bugged and unbuildable (roads building).
I believe that this mod is breaking the compatibility changes that Marcin added to make TGE work with Xorme by replacing a part of those changes.
To replicate the issue just enable all 3 mods (any combination of only 2 of them work fine).
I don't think it's in any of those 2 mods's purview to do anything regarding this so hopefully it's something that can be fixed on this one.
If you are seeing wacky modifiers for Retinue ideas it is because you don't own Lions of the North or Domination. Paradox code makes it so hussars count as discipline and special units count as manpower.
Court Ideas, Infrastructure Ideas, and Retinue Ideas added.
Court Ideas gives +1 in every monarch skill and allows for rerolling heirs easier.
Infrastructure ideas is for playing tall vs Economic is for playing diagonal.
Retinue Ideas lets you select a special unit to be able to recruit.
Nerf to Quantity. Deduced Max Manpower to 20% and Recovery Speed to 20% and now 30 Land Force Limit.
Changed Eco to give Dev Efficiency 10% due to the sheer amount of dev cost reduction in missions and other mods.
Buffs to Aristocratic policies to have a couple military policies
Nerf to Influence mil policies due to the amount of good mil policies.
Humanist or Admin + Espionage or Influence now allows for client states to be made in policies. (play testing this change still. Would like feedback)
Aristocratic changed to have its own identity. Influence changed to make it not scale as hard mid to late game.
These changes should allow for more thought to be had when choosing a mil idea, and should open other idea groups as competitive options.
Friend brought up to me that Divine Ideas can get nutty on Persia. Maybe make a house rule that Persia shouldn't be allowed to take them. The Divine has smaller powers in mind for balancing.
Some policies are oddly valued;. Expansion+quality is only 10 global settler, which isn't that much, when Expansion+offence is +15% settler chance AND eliminates need for conquistadors. Also, economic has two construction cost+time, but one of these policies is twice as better as the other (Economic+Defence/Plutocratic). What if you gave economic+defence a massive construction time buff (~-50%?), but a non-existent construction cost buff.
As well, it seems you gave Naval and Maritime incredibly good policies to make them more worth getting, but it seems somewhat dissonant. I like Maritime policies giving core-creation costs; However, Naval+Economic doesn't make a lot of sense. W hy would Naval Combat and Economic Growth affect my Land troops discipline on the field?