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Motherfucker knows the fun of civ 6 is at war chess and improvement tho
I had to remove it because I kept activating it by accident.
Okay, I have no doubt balance will get screwed over, so I will be adding criteria that will make the mod playable with or without the leader pass. Personally I think leader personas can be excessive which is why I don't bother touching the abilities for Teddy(s) or Catherine(s). As an example of balance getting wacky, have you seen Caesar's announcement? Everyone's favourite dictator gets a couple hundred gold for putting in the effort of conquest, that is minuscule! My Gaiseric leader in the Vandals mod dwarfs the Caesar ability; I feel a compulsion to 'fix' Caesar's shortcomings. Rome probably needs a rework, it is not as strong as were in vanilla years ago. The Leader Pass won't be required to play this mod, I would sooner make new forks if it comes to that.
Thank you thank you.
I did a little test and you were right, it works, now i will try to install all mod ui, which i liked, and play with strudeler mod
Hi I have tried the following plugins, which you list as compatible in Strudeler's Civilization VI Deluxe and Compatible Items Lite:
City original owner info
unique district icon
appoint dynamic civ and leader name
greatest cities
And when you load a save, they also deactivate.
"It sounds like these new units may have a new promotion class and will require new modifiers added to the policy cards."
Exactly
Then I try your new update :D
Today I released a major update. I will be looking into mod support for units, wonders, and natural wonders in a later update now. It sounds like these new units may have a new promotion class and will require new modifiers added to the policy cards.
Best Regards,
Strudeler Tarts
Same problem with Psiloi or Peltast class units
I noticed that if I use warfare with your mod, the social policies that increase production to build ships, do not work with ships bombard of warfare (ex. UNIT_GREEK_FIRE_SHIP). Can you do it compatble?
I have tried YnAMP and it ended with crashes. I don't know what is causing issues. I don't often try modded maps on the workshop so I'm simply unaware of what TSL is available these days. I know Saph's maps, which often support my civilizations, requires YnAMP and thus don't work with this mod. Best I can do now is tell you that sooner or later certain features of this mod will be repackaged as separate mods (beliefs, policies, etc.), of course this mod would have to be 'finished' first (all things balanced and every change I ever wanted done). Eventually I will start releasing my own TSL maps (maybe).
Best Regards,
Strudeler Tarts