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But this is not a nerf, cuz you will also get surplus points much faster, situation with "add 2 and 2" is still relevant.
Moreover, I note that this isn't beastmen so backward, initial growth of 1 point is same for chaos too, so if I increase it so much for one race, I also need to increase the cost, beastmen shouldn't be head above chaos.
I've already cut technology prices in half and returned most buildings to vanilla cost, or even made it lower. All for dear casuals ))
Thanks again for listening. Even just reducing it by 25% would help. I'll keep an eye out for mod glitches. It's a bit tough because I have 10+ Beastmen mods installed, so have to figure out which is causing the issue when they arise.
But okay then, if you too support this proposal, I will reduce technology cost.
I could even remove the price if everyone wants it. Just I thought that this way it would be more interesting on the contrary.
However for now I'm more worried about mechanical issues, I recently fixed a few, so let me know if you find anything not working.
My original idea of this mod was that beastmen could be raised to a high level only due to the campaign buffs. I did quite a few mods for myself, and already tried to rework the roster of different races, but eventually I came to conclusion that it always turns out to be too imbalanced. What determines imbalance for me - you can put this mod only when you play for modified race, but you wouldn't fight against such a roster yourself.
In addition, units of beastmen aren't so hopeless, I play on a very high campaign and it seems to me that it's possible to survive with this until receiving buffs. The challenge and difficulty at start should persist, if player wants a simpler gameplay, he can just lower the difficulty.