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Commanders may have too many non combat modifiers, maybe have to change some governing to combat related ones. Officials dont really have many options to play around with. (Except some really weird new stuff e.g unity from artisans). Something I might consider is buffing relics and slowing down crafting speed. Meaning less, but stronger relics overall.
To be fair, I only played few runs and rolled for like 40 relics, so my sample size is not very big.
Previous system was better for leaders, but I do need to admit that it was too OP, so I understand the need for change.
Also, mod disctrics are displayed as Unspecialized Acrhologies even after being specialized.
--Reforged Update--
Relicforge:
- Relicforge no longer provides mass jobs
- Custom Zones added
- Lategame event + building realted to living metal
- Non Runesmiths can now use conquered Relicforges to a degree, Found an AI runesmith? Steal the forge!
- Catalytic job swaps for all custom jobs ( in name only, food to unity was already a thing!)
Relics:
- New modifiers !
- Old ones got replaced by the new 4.0 system
- 25 possible modifiers per relic, 7 shared between all relics, 18 depending on relic and leader class
Living Metal Demon event chain:
- Random digsite can appear around midgame
- Unveil the mystery of an ancient prison
- Several choices for how to deal with "it"
- New custom portrait! look images for preview
- 4.0 modifier and tooltips cleanup
With this as the sole mod and the origin selected no archaeological site spawns, and the relic world spawns with no ruined buildings and it doesn't automatically self colonize at the start like I remember it doing.
Small issue, the description for "Rune-Forged Excellence" robot trait for automata origin is broken. It only displays tooltip ID. I wonder what exactly it does.