Hi Suszek, thanks for all those details.
Can you try a custom game whithout any civ from the Denmark DLC ?
I am not sure if this would deactivate the content of this DLC but it is worth a try.
Because the only difference between your config and mine is the Denmark DLC.
Hello Tiemanj,
Those are really usefull comments, this will help me balance the mod, thanks !
There was a gap in time where I couldn't build any naval units (between frigates and dreadnaughts). This was a sizeable time period. I'm not sure when it started - I needed some naval ships and saw I couldn't build any. Again, perhaps frigates need to be updated to the new obsolete tech.
Yes I forgot this one, this is true for the Ship of the Line as well.
They will become obsolete when the tech dreadnought is found.
The conscript unit: I like the idea, but I think it needs to be refined.
Agree, I am not totally happy with it either. I will probably drop it until I rework it all.
The upgrade paths :
My idea is that when you get a new kind of weapon you have to train your units from nothing.
An elite swordsman does not make an elite musketman whithout learning first how to use the musket.
In the same logic I don't see how a trained cavalry unit can upgrade to a trained helicopter or tank!
I kept the upgrade path for naval units because the sea as some laws and requires some knowledge that applies at all times.
It is sure frustrating to loose all the xps points gained with some units but I find it more realistic and logic.
Now a game must make fun first of all so your opinion on this is again welcome : should I keep my system with broken upgrades or revert to the vanilla settings ?
I have a mod where harbors give +1 gold per sea tile and seaports give +1 production per sea tile in order to make costal cities more attractive (and bring them up to par with inland cities)
I should include this in the next version and it makes sense, the sea is a valuable asset !
The chinese are especially annoying, as I saved them 3 times, and gave them all of their cities back that I captured from the Aztecs (3 times). I don't know if this is a mod issue or a game issue, but I seem to have more trouble maintaing friendships.
Probably the combination of the 2 : you loose diplo points because you cannot really speak to the leaders due to the bug.
But the game itself as a strange diplo logic : I experienced going from a strong frienship to "guarded" and even war in just a few turns whithout doing anything agressiv. And this was with the vanilla diplomatie!
I have removed the diplo mod of WWGD in ver 9.2, this seems to have solved the bug with the diplomatic screen.
what happens if I import it, build some pubs, and then lose it and have negative units? Would the pubs stop providing happiness (which is what should happen)?
A good question, I should find a way to test this and see what happens!
For the oil refinery : I agree it is too restrictive, I did it to avoid having 15+ refineries but it will be better with a higher maintenance cost.
Same is true for the aircraft factory.
It seems that with this mod, raging barbarians are far more raging then before.
This is because of the Barbarians! mod that I have merged in mine and yes it makes the navy quite usefull
One last minor gripe. In my game, I am about a 1920s level technology (and slighly ahead of everyone else), but the year is 1990. I like the pace of the game, I just don't like looking up and seeing "1990". The extra technologies that you added are a bit out of sync with the year at the top.
Agree again. I will look into this when most of the rest is fixed (because as you said it is not game breaking but I have first to find how to change that and an error into it would probably break everything
).
if you have more comments don't hesitate, they are really helpfull. thanks again!
Hulfgar