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Maybe your changes are different between the Grand campaign and imperator augustus ? Anyway nice mod
I assume this works with unit skins Para Bellum specifically?
I'm one of the rare ones that hate endless stacks of armies running around the campaign map, makes no sense for a smaller faction to field multiple stacks, this mod seems to get rid of all all of those stacks from smaller faction.
I'll give it try.
Some of the parameters that I edited will affect all campaigns. Other parameters are allowed separate values for each campaign and in those cases I edited the grand campaign ones only. If you open the mod up in RPFM you can see the parameters and then edit those for other campaigns too.
I'm not sure. DEI is a vast mod that makes a huge number of changes. There is a good chance it already changes the values changed here, and so which ever you load last will overwrite changes made by the other. That said, this mod only changes a few records that directly pertain to its function, so loading it after DEI should give you the effects of both mods no problem.
Oof, hope you feel better soon.
@Mike
Great, that's exactly what I hoped for.
Thanks!
@aRc
Yes, customizable garrisons was in mtw2, and general-less armies were the norm up until rome 2. Unfortunately, there's no easy way to add these to rome 2 given the engine constraints.
@FERRDO
Great, thanks for the update. Glad its playing nicely.
The big focus on army maintaining mechanics made me think back to two things the older games had that I always miss: the ability to recruit & customize garrisons (I think towns even had a couple unit slots that would not require upkeep, depending on unit type and town size), and nobles not being necessary to lead an army.
Do you think these two would make good additions to your mod?
The next thing I want to look at is the excess economic growth (this was an issue in earlier TW games too though, so not really on "old school" feature). In the early-game, these tweaks mean you have to think carefully about money, and raising a big army basically means putting construction on hold. However, by the mid-game that problem is long gone and if you developed towns well you can have basically infinite money (e.g. 4 full stack armies of the best units available and still making ~13k per turn). I really don't want to have to go through all buildings and reduce their income though, as that would be a compatibility nightmare. I wonder if just upping corruption as a global money drain is the way to go.