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Same for the modded test, they all usually came out around half the XP by turn 2 for me. Since there is no difference in XP between different potential values, I pretty much came to a conclusion that they were simply not working.
I've tested again with both campaign settings on but there's not much difference for me. I'll try to update post if I get to test more, thanks so much for replying.
Festus' Level on Turn 2:
- 2.95 at 255
- 2.95 at 400
- 2.95 at 0
Festus' Level on Turn 3:
- 4.25 at 255
- 4.25 at 400
- 4.25 at 0
So there's something odd going on in both vanilla and with this mod enabled, but the "odd" is different for each.
- At vanilla FP Festus got to level 6.5 by turn 2, taking a settlement and presumably fighting an army beforehand. For a total of 2 battles. There's no way to tell what Festus' FP was at this point.
- At 400 FP Festus got to level 6.8 by turn 2, taking a settlement and presumably fighting an army beforehand. For a total of 2 battles.
- At 0 FP Festus lost his first battle and his army was wiped out.
Tested using the following commands in Lua console, within the same campaign:
local faction = cm:get_faction("wh3_dlc20_chs_festus")
cm:faction_set_total_potential_override_value(faction, true, 400)
I've ran 2 simple tests to showcase clearly here, one with directly modifying values in database tables and another by doing the same through MCT settings of this mod.
Settings I used are 1. Max potential @ 400 with -75% upkeep (everything else remains the same). 2. All Minor faction potentials set to 0. 3. All campaign difficulty FP bonuses are set to 0. 4. Only Festus gets 400, rest of the playable factions are untouched.
https://imgur.com/a/potential-tests-AtsJBpM
As you can see, from the first battle alone there is a big XP difference as well as upkeep value of Trolls. By turn 30, the faction / army strength between the two are night and day.
I usually keep both of those vanilla settings enabled for my campaigns.