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To load this mod before the original mod you just need to change your mod file name. You can basically copy the original mod's name, add bunch of "!"s at the start of the name and thats it. You sadly have to upload it as a different mod since every mod name counts as a "new" mod on steam.
There is already enough buffs in techs+generals. Such high base stats just make the units too strong. At least I havent seen AI using this units, so its up to the player to not use the overpowered stuff. I pretty much only used Agres in small quantities and cavalry, with a special army with the phoenixes, the concept is amazing and works very well with Jianju wandering.
Like: The Imperial Guard units
1. Dianqian units count as LARGE entities, have 350 mass but are visible SMALLER and their armour is bright yellow, however they are 42 (!) speed
2.Jinwu units are visible LARGER then Dianqian units, have golden armour (that looks really great btw!) and count as SMALL entities but have 500 mass!
And their stats are over the top. I mean, 50 bonus against large / infantry is hilariously op xD
but why do they differ so much in stats to the standard Dragon Guard? :/
that's a bummer for me :(
Mods with units are broke in 2.1 :( So mayby here is the same problem.. Here is some info from another mod:
"CA did change the "Group Key" ids in "db/cdir_military_generator_unit_groups_tables" which are also used in "db/cdir_military_generator_unit_qualities_tables" by many unit mods like mine, so if a unit mod still references the old group keys in the second table the game will crash as soon as the ai tries to look those values up."