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The main reason for it though is that they are supposed to be "hoplites," so if the standard unit of half of the world was pikemen, that would actually be really unenjoyable to fight against with how effective they are in the base game.
I REALLY hope you find a way to update this to the latest patch. Another thing: In RTW pikemen could hold all enemies at spearpoint, whereas in this mod, enemies can walk through. That's a RTW feature that belongs here as well. I always liked that about pikemen, and I know it has been done in Rome 2 as well (requested it once from the DEI guys, and they did it for me).
Anyway, congratulations on this mod. I hope to see it updated!
Believe me, I'd love to see this with the family tree/faction tab overhaul update but it just isn't going to happen unless some god of modding offers to help me.
Tweak creates startpos > you edit that startpos in PFM. If you messed anything up in Tweak, you have to make a new startpos where the messup is fixed. New startpos means everything you edited in the other startpos doesn't matter and you have to do it again.
For example, I can't set mercenary recruitment in Tweak or PFM, it has to be within the startpos file, so that is the absolute last thing I'd need to do. Currently there is a settlement in my mod which should be a grain settlement but isn't. Making a startpos file where it is fixed would mean redoing all of the mercenaries which took me 2-4 hours.
TL;DR there is a massive potential for failure and hundreds of hours involved. Good luck.