OK, I just got done playing a House Divided and well, I really liked it. Not gonna say I'm not gonna mod it for my own purposes, but I think the foundation is there. With minimal save scumming (mostly due to AI being stupid with roads), I won handily by 1863 and that's ONLY because I couldn't go directly to the siege mortars. How could I enjoy this scenario more? Well, the first question is "incremental rush buying" cheese or is a reward for the player's patience and micromanagement-fu? I've always considered it the later, and certainly there's no house rule against it here. I need to write out events that make sure if Confederate campaigns don't happen on time, they DO happen by that point, just give them the tech. Does TOTPP stuff count as cheese for scenarios not designed for it? I had the no city size loss flags on and it made my life better. I liked overproduction carryover too, but I'm wondering if that makes it even easier for the player or does the AI actually benefit more, at least on Emperor and Diety? I didn't quite ignore the house rule that no units can be built in the south......except I did a little. Just a little. My house rule was shipbuilding was allowed, recruitment in the border states was unlimited and I could not build ground units in any city with a cotton field in the city limits, and used the ballons to ignore zones of control for other units, but ONLY Raiders, which I think makes sense, cause mostly they are good for scouting and freeing the contraband. But realistically the Union raised regiments in EVERY Confederate state except South Carolina, usually in the hills where nobody owned slaves and HATED planter dominance. It wasn't just West Virginia, it was eastern Tennessee, northern Alabama It was Ozark people and Appalachians and a whole mess of others. I was thinking of giving the south a free slave unit every turn just cause, but I don't know if that would work well or not. Was gonna take and unused spot and make a laborer unit. No terraforming, slow, movement one, maybe two, and 90 shields, but at least it gives me SOMETHING to do spent social resources on. I was gonna change the units so that ammunition was researchable from the start but I have ZERO ideas f it's fatally unbalanced. But frankly, I like the idea cities under siege can shell their attackers. But honestly, there need to be more uses for mortar schooners. Likewise, I'm gonna create a thing where killing cotton traders gives you a cotton trader unit. But I need help understanding which commodity best represents cotton (and van be renamed cotton)m and how to script it the trader is carrying cotton and not anything else. Right now it seems coal or copper would do the job BUT those are EXTREMELY profitable to trade. I think making the swamps unpassable is a tenuous idea. If I keep it, there needs to be a way to say, yeah, you can't move on swamps, UNLESS, a river runs through it. Is there a way to do this? If I set the TOTPP flags so that improvements are not lost on conquest, would that really unbalance things in my favor when it' just level one improvements and NO factories? Should I give the Rebels the SETI to make them keep up with Union Research from trade or use TOTPP, or set the science bonus to half, and maybe the payout increase by 25-50%? If I do give them SETI, what should I call it? Should I give the Rebels Sun Tzuso make things harder or is that overkill? Is there a way I can add road trade value to hills and forests? Not they automatically generate trade but if you build a raod on them they do. CanI increase he bonus for a grassland shield? And finally a rule I think I am going to impose on myself: Any unit marked NONE, I can't lose it. I have to preserve them at all costs. The exception with be the USS Hartford, which every time it gets destroyed it will respawn in Boston and cost me 1,000 gold. And for that latter, I'll do the same for most of the ships. And finally, how do I set the road multiplier? The rules file says it's 3 but in the scenario it's unlimited. I have ZERO reasons to build rail lines and every reason to build roads.I wanna change it to like 5 or 6, but I don't know how it's that rivers and roads have NO movement penalty. My biggest complaints could be solved with Lua: field artillery generates shells (not naval shells) at a cost, and you can upgrade units at a cost So what do you think of the changes I want to make? Will it make things easier for me? Or artificially difficult?