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Additionally, Skarsniks faction is bugged and cannot get more goblin caps because his unique musta fields aren't updated.
Edit: I think the upkeep on the TK stuff is largely unneeded, their economy is relatively poor as is and even with other factions having caps on their elite units it invariably causes their economies to end up being better since they have less upkeep on top tier units, so at least from what i can tell its a double strike against TK.
Also, whats the general feeling you have for army stack limiting? Still dabbling with the mod but in your experience does the AI tend to spread around with smaller but more numerous stacks or do they tend to stick to fuller but fewer stacks?
My first impression was it was to keep them from outpacing other races but with the unit caps in place and the upkeep reduction ultimately it ends up just being unnecessary changes.
Any plans to utilize the upkeep on stances to emulate a supply chain system?
Also, is there any specific scenario's you need more feedback on? I have been pining for caps like this on all races and would definitly like to help out to make it the best it can be!
As for the feedback I'm interested to know how is the mid/late game developing for the AI factions. Are any factions becoming monster empires?
Its not a major economic rework. Added reqruitmet costs and normal upkeep costs for all units. Added more income from their normal income buildings. No multiple armies penalty to upkeep and no character upkeep. + the upkeep reduction from their main settlement building remains, but lowered.
As for the other races they do pay upkeep but every character can lower it by 15%. Also there are some special characters which lower it even more. So the main thing that made TK very special was the unit limiting, but with free units and limits for all factions i think TK would become monsters even with lower income so i decided to even the playing field.
It's so sad playing 50+ turns, and having in your army stuff like hammerers, cannons and longbeards, only to find that AI army consists of 1 black orc, 1 big uns and the rest are orc boys and goblin archers.
So I would suggest tuning the AI in a way that it prioritzes military buildings, or just somehow making it so AI unit cap isn't as restrictive as the player's.
Thanks for your work, I hope you'll find my feedback to be helpful!
As for the AI, I will explore the possibilities, but in the meantime you can use Celtik's AI - mod which improves the AI on a lot of aspects and one of them being unit configurations.