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Thank you kindly for your feedback friend :)
Mod is now updated and should work properly!
Best regards :)
Also, you can take all of reikland in about 5-10 turns if you're quick enough :)
All my mods thus far have been to enhance the vanilla feel of each faction i overhaul, i may make a mod in the future that works differently from this but if i do i'll make sure you the player knows about it so you can make your own choice in the matter.
As for Gelt, yeah he does get quite a bit in this mod but without, say a spell damage mod, hes still the weakest individual Lord of the Trio, if he gets jumped ingame hes most likely toast so i feel he doesn't make Karl or Volkmar any weaker.
I did however think of powercreep and considered that while i wanted to add a new skill for Karl, a combat bonus may not be whats needed as hes Solid A++ in combat, especially with Deathclaw, hence "Statesman". I have not touched Volkmar at all because he too is Solid as Battle Pope, i may change his trait from local province to factionwide though.
Carefully balancing effects assigned to technologies, character skills, buildings and in this case, offices, seems like the right way forward to me.
Mods which add fancy new units with super detailed skins and awesome stats are obviously great to have, but improving the foundations is what really matters.
Something I'd like to say: Adding bonuses can get out of hand.
Making Balthasar stronger may lead to Franz and Volkmar requiring some touch-up to prevent them from paling in comparison.
Improving Franz and Volkmar could then lead to regular Generals and Arch-Lectors appearing unneeded, as the Empire can field three legendary lords simultaneously.
With buffed Generals and Arch-Lectors, enemies who have to face these lords could appear weaker
Just something that may be helpful to think about when doing future edits
In this case, Balthasar is probably weak enough to justify your buffs, so my words may be unnecessary
And even thought the names of the techs sound nice, they re just lame. Youre researching and you get -10% here and +5% there......
There are no techs, that are desireable to resarch and beeing special.
There are mods for building overhauls,skill overhauls unit additions, but there is no mod for better techtrees.
And your mod ligtened my hope a bit.
For example here are 3 "could be" technologies
Vampiric nature : Adds "the Hunger" to Bloodknights, Vargheists and Fellbats" , (immune to vigour for Fellbats, Vargheists, Varghulfs and Bloodknights)
Bat swarm : +20 models for Fellbats -10% upkeep.
Ancient risen : +2 rank for raised units, -15% upkeep for raised units.
They could be a lot more if they would add something interesting like abilities, passives etc.
It may also be a mod-conflict with something else since its working on my end.