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keynes2.0

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Is compatibility really an issue though? I don't think there are any mods out there that modify councilor jobs but don't modify buildings.
 

The_Blind_One

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its not really an issue since it already breaks compatibility which is impossible to circumvent. But it is very minor and easily modded away by someone who's trying to integrate the mod.

I don't feel like making small insignificant changes which reduce compatibility significantly and add only an impression of flavor. However hearing me say that I must be full of it, since I changed the amount of levies possible only for superficial reasons...the numbers were inhistorical...


Hmmm I'll add it in V3 :D
 

Toerak

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Hey,

Thanks for the mod! However, I'm only interested in the Mongol part of your mod. Is there an easy way to delete the rest or are all the scripts mixed between the files?

Thanks in advance,

Nick
 
Last edited:

Evander

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And have you tried to launch some hands-off games ? What are the odds for the Mongols to reach the Aztecs ?:laugh:
 

Pode

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Interesting. Vanilla cities and temples end up with focused troop compositions that protect them from really bad tactic selection, though when you through castles into the mix that may well get nuked anyway. Are there tactical consequences to changing the compositions of the levies that make for unexpected side effects of this mod?
 

unknownenlord

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I read the original thread for this mod and have been waiting for this. now i guess i have wait for it to be compatible with 1.091 :closedeyes: