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First of all, thank you for reviving such a cool mod.
I do have a UI bug :/ See for yourself :
https://imgur.com/a/OCz4YAX
FYI, changing the language in English doesn't resolve the issue. Don't know where it could be from... Thanks for your help !
But as all good things can get even better...would it be possible to make this mod compatible with the unit limit?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2601447875
From what I've tested so far with both activated, the class changes in the above mod break the unit limit that would be imposed on all land units by your mod, excluding ranger units from this limit. However, I believe that the combination of these two mods raises the game's strategic level. From what I've tested, the AI frequently uses stacked units.
If it's possible, I believe we'll have a great addition to the game.
1- This change is main for "Watch AI Fight mod" and other "switch civilization " mods. I'm not sure it also works with hotseat games.
2- The City-states' unit limit is specially set with fixed numbers in original mod and I didn't change that. As for the AI behavior… emm, I will try doing some tests.
2 questions:
1 - Does "Updated the Unit Limit top-panel UI to automatically switch its tracking target when the player changes civilizations during gameplay" mean that this now works in Hotseat games, and shows the unit numbers for the correct Civ, i.e. the current player's?
2 - Does Base capacity of 2 Builders + 1 per city mean that City States should be able to build up to 3? (I encountered an issue with the orifinal mod where City States wouldn't use their builders / wouldn't develop their territory, which unfortunately seems to still be the case for me with your version, even with no other mods active, possibly related to the CS's AI thinking it couldn't produce any more builders.)