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Повідомити про проблему з перекладом
I've noticed an odd one. I am getting three Chaos corruption per turn in The Silver Road (Dwarf capital province) from a mysterious "Buildings and commandments" source.
I believe it's this mod because I reloaded the save with it turned off and the source granting the corruption vanished.
Here's my region setup at the moment:
Karaz-a-Karak tier 2 settlement
Barracks, tier 2
Gem Mineshaft, tier 1
The Pillars of Grungi, tier 1 settlement
Trinket Maker, tier 1
Mount Squighorn, tier 2 settlement
Dwarf Tinkerer's Shop, tier 2
Watch Room, tier 1
I'm not sure if this is a bug that kept the '3000 gold for Chaos Corruption' still affecting the region or not, as that ended a while a go and I only just noticed the Chaos corruption after it got very high (50% is what it will rest at without any anti-Chaos Corruption things).
Is corruption always a feature at under -75, or is it only a thing if corruption is already present from a previously 'expired' source upon hitting -75?
First of all, thanks for that nice mod!
Just adds that bit of needed complexicity to the game.
Now, I have some feedback regarding "smithing".
I do think that smithing should be in the game (why the hell did they remove it in the first place?)
However, one can not retrain already existing units like in Rome 2 or Attila.
(I suppose it is not possible to include that because the engine doesn't allow it?)
This means that units trained in non-smithing provinces are always less effective.
And it makes global recruitment a terrible choice.
Having let's say 60 instead of 50 armour is a big deal after all.
If only we could move units without lords this would be much less of an issue...
Sure, I could just ignore that and use whatever units I get.
But my compulsive tendencies tell me to not train suboptimal units.
So, I think it would be nice to have a submod that removes smithing so one is less restricted with where to recruit units.
If I am the only one thinking so and it's too much work - don't bother.
Best wishes