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The icons could still have something that separates them from all the others (smth subtle!) but at first glance I think they shouldn't stick out vs. vanilla and most modded icons
(If I may be so forward and suggest that.)
i'll keep using it regardless <3
@Gotrek
How does this mod do it? I guess it's kinda doing its completely own thing and apart from the building effects has no touchpoints with the game.
I think the idea is great, the execution with its own tab cool as well!
Sorry for bothering, cool mod btw
Tested for Reikland, using IEE, matters of state for Karl by Rhox, building slots mod. All buildings show up except I have no option to convert city to fortress or vice versa. Possibly due to before mentioned mods I use. Shoutout to the guy for including localized tooltips for buildings for non En/US players here :) I hope one day we get nurgle-y fields mechanic for all factions as its cooler concept then passive building. This would actually suit Total War Attila greatly :)
Can anybody confirm if this is working for him/her in a modded campaign of at least 25 turns with current version 3.1, please?
- (for the road tech) max level 'paved and monitored' increases speed of entire region, and if one of the provinces has a road building it makes them better as well. as a late game tech any army on one of these roads should reduce army supply
- (for the store house building) 'barbican' increase tower damage and defensive supply
Do you also use the Empire encampment mod?
May I humbly suggest something tied more to the concept and niche as I don't know of any other building which does it. Maybe a decrease to the affect of raiding if you make the toll gates upgrade to guardposts/checkpoints. It could also mitigate corruption spread. All these are problems for the empire without clear building solutions beyond the obvious