Guild Imperium Modder Tidbit and Hints
I thought I would put down some thoughts and insights from my design point of view and what I have observed developing this mod Guild Imperium.
First suggestion is from my own laziness.
Start up the game as 'The Watchers' let it play to 15 January 1930 which is 11 days game time.
Save game and quit.
Now load up the saved game and choose your favorite country.
Here you will find the AI's make choices of early deployment, unit builds and tech team research as good as you might but all the set-up 'work is done'.
DoW will still not start up for two months or more generally, so your choices for that will not be hampered.
I thought I would put down some thoughts and insights from my design point of view and what I have observed developing this mod Guild Imperium.
First suggestion is from my own laziness.
Start up the game as 'The Watchers' let it play to 15 January 1930 which is 11 days game time.
Save game and quit.
Now load up the saved game and choose your favorite country.
Here you will find the AI's make choices of early deployment, unit builds and tech team research as good as you might but all the set-up 'work is done'.
DoW will still not start up for two months or more generally, so your choices for that will not be hampered.