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Hypothetically, you could make that spell a summoning spell, and then make those summoned units be non degrading. I think those summoned units might have to be custom though. That would make the mod a unit mod as well, which would require sub mods and patches for other balance mods.
It's been a while since I looked into that.
Personally, I like the challenge as a chaos dwarves and dark elves player.
As I said, turn 60 power level garrisons, with an enemy 20 stack sitting in there, and you only have a turn 10 army is bit overboard. I think building a defensive building and it's upgrades, allows you to have the full function of this mod would be a nice compromise, maybe have it in the options menu.
Open the zrz_garrison.pack file in RPFM, and search for the zevon_sally and moloch_forts_garrisons_bastions entries under building_effects_junction. Delete both of these but keep zevon_garrison and it will return to how it was before.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3458102729
still balance with walls and scout towers! thx!
Il think that military buildings dont give me troops as others factions, right?
Garrison Sally has been moved from the main city building, to the walls buildings!
The walls will keep your city safe long enough for your troops to march out and fight with a bigger army.
I could see it being the walls. You could feel like the walls will keep the city safe with a minimal garrison and then head out with your army.
This feature is in a freshly baked stage, so there is room for adjustment.