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Everything else seems fine for the most part
Question, are the army cap techs adding up to the in-game limit of armies you can have, (around 21 I believe) or do they go over that limit?
It feel a bit unbalanced
The short answer is no, it will not work with the compilation only but you can use both as Decky indicated.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2872531810
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2869806377
Because the mod Tomb King extend add some technology and tweak some of them so just like this mod decription says : "This mod only adds new technologies and is therefore fully compatible with all other mods that do not add technologies." So if there are no compatibility patch mod then it will not work together.
It is sad indeed as both mod are really good and made me love playing tomb kings.
sadface
I also would prefer some more research time, e.g. 4 or 5 turns would be nice.
It's just my opinion, but shouldn't the techs' research times last longer than a single turn?
I have updated the mod. One of the technologies you mentioned, the damage tech (Fight for Glory) worked for me without problems for all units.
The unit set that the effect works on is often used in the mod. Unit Set = Wh2_main_tomb_units all. The set is used for many effects in the mod.
Some Effecte like the main settlement generates more income. Works only if the research is researched. It does not work retroactively.
I am sorry.
But thanks again for your very good feedback.
- cost of construction, more wages : don't work
- Armor for all & more armor / fight for glory etc : Work but for lords only when they ride charriot or sphinx
- Unit cap & army cap : don't work
All the reste is working perfectly ;-) Thanks !