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Changes to faction potentials will not affect campaigns you are currently playing. It will apply to newly launched campaigns, and campaigns using the previous version of this mod will retain the previous values.
The Faction potential values part of this mod is in BETA and I test the mod while playing every new campaign I start. In this way, I make changes to the potential values of factions that are too strong or too weak in their area.
Thank you very much. I'm glad you enjoyed it. However, as I mentioned in the description section, it uses the same tables as the "faction unlocker" and "custom faction" mods, so there is a high probability that you will experience incompatibility.
<3
I did use this with a slew of other faction mods by the way. I made it to turn 105 without a crash---and I figured out the crash was in fact a consequence of Marienburg and Tabletop Caps not getting along.
~
Legions of Nagash (6.0)
SCM Marienburg (6.0)
Cataph's Southern Realms (TEB)
Araby
~
Order factions are become strong enough to overthrow all Chaos factions in the end game. In this case, Chaos factions cannot be expected to also handle the conflict among themselves. In the vanilla game, Order always wins. This mod aims to fix this.