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Understood. I will use that linked mod and give the settlement recruitment mod 2 another try and observe for more turns than just turn 15 lol. Thank you for sharing! And if you or anyone else ever experiments creating mods that disable dread for AI or something that generates large amounts for them I would be more than happy to sacrifice a campaign or a few for mod science sake and experiement haha. Also I am sure the modder Guvenoren would love to know as well so as to make Beastmen AI that memorable threat it deserves to be. Thanks again Incata.
With all those praises being said I do admit that I don't see beastmen produce new lords though. My testing has gone as far as turn 15 though and with OLD WORLD mod. Have you seen beastmen produce more lords later down the road and thus have more armies present? If not do you think there is anything that could be done to help beastmen have more lords present in early game and perhaps more dread to have access to higher tier units like Ghors as opposed to ungors and give them chance to spread like a savage plague of beasts and not just reliant on their main Legendary Lord? Much like how the skaven or greenskin have a couple of armies ready to go from the start.
I really enjoy using this mod and Guv's beastmen overhaul (separately of course) but I must say I believe I have seen the best results with YOUR mechanics change mod for Beastmen even when using Deep War's AI mod paired with it (I must check out your AI task management mod as well because I also hear great things about it). I have seen the beastmen spread and take entire provinces by turn 10 and it is beautiful!!!!!
You have done excellent work with this mod!
For you Incata, I also use a ton of your other mods, so thank you for all your hard work
WOOOOOOHOOOOOO!!!!! Good gravey thank you xD