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I no longer have the mod files after computer change. It hasn't even been updated in 3 years.
Besides I don't see how he add "too many" cities, china is the only nation who doesnt need more cities.
The expanded cities thing is amazing I love it but I believe in certain places the added cities is too much. In certain places I believe cities just shouldn't have been added.
In northern Sakhalin you added the "city" of Okha is really just a town. Irl it doesn't even have a port and has a current population of only 23k but in game it has the same capabilities as say New York. Apart from that great mod!
No bad news yet.
Even though my main modding focus is on CastleMiner Z, I will take a look at what I can do to remake what I've lost.
I will upload a version today for people to test out.
It's mostly testing right now.
@O
In the default game it's much faster than 100 turns to take half the world. My record is playing as Great Britain and conquering the Ottomans, China, and the United States by turn 25.
Maybe because the game is so easy that you can invade half of the world in 100 turns
The new building is the library, it's a less effective version of the university and is required to make one. It's pretty trash, but it's available at Crop Rotation so it's a key early game building and it's something third world powers can get.
The new factory line is the private factory line. It goes Private Firm -> Private Factory -> Private Plant. They let you exchange raw resource (coal, metal, oil, and food) for cash at a slightly worse rate than market value. To represent it being privatized it costs less manpower and is faster to build than most factories. It's helpful for countries who are making a lot of a certain resource that nobody is looking to buy. Metal and food had this problem in my test game, so this would allow people to use a private factory to sell the resources per turn at a lower but guaranteed price.