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It seems to operate very differently from the current version so you may want to release it separately even if you decide not to update this one anymore. With that said, you'll probably be pestered for updates so it's totally understandable if you only want to maintain the true agent version moving forward. xD
Not being able to recruit across the good/bad line seems like a major limitation, though it's hard to suggest a solution without seeing specifically how the interface is cluttered. I'm guessing every single agent type will appear in the agent recruitment list and the outpost building provides the unit cap? On that note, how are you planning on handling unit caps? I'm guessing you would have it increase with outpost level.
Are all recruitable agent types for a faction forced to appear into the agent recruitment UI? If they aren't then it may be possible to use an alternate interface paired with events/dilemmas that reward the agents instead. With that said, you don't usually recruit that many agents in a given campaign so cluttering that interface shouldn't have too much of an impact on gameplay even compared to the current version which clutters the unit recruitment interface for races with multiple mages.
Thank you for the feedback!
1. I will upload a legacy mod for those who prefer the current one.
2. Yes all available subtypes will force appear in UI...if only I can find a way around that.
Actually the only type giving me trouble is the wizard. There are so many sub-types so it is very clustered. Still clickable, but very squeezed.
3. The agent cap is added to lv 3 outpost.