El Justo
Deity
are you referring to actual shield counts for building stuff?
Babylon: I would prefer just making the regular colonial conscript worker available to them. This is what I've done in my own game. It has no noticable effect on how the AI plays out. I've played several games with it, including one where I was the Balkans and just sat and watched what the AI did... no difference. The AI non-colonial powers didn't do any better with colonial conscript workers available to them. As far as I can see, letting the non-colonials build them doesn't make the game any less enjoyable when playing a colonial power, but makes it much more enjoyable when playing a non-colonial power.
the +1 shield is actually a 25% increase in shield production. +2 is 50% +3 is 75% etc.
CA: It has nothing to do with the colonial building.
I'd try the following:
1) Overwrite the current conquests.exe with the backup file (the original .exe, with No Raze Patch).
2) Overwrite that one with the other .exe in the No Raze Patch compared to the one you've used until
So, ya, basically all I was saying is that I think the non-colonial powers should be able to build conscript workers too. The one thing they did have historically was abundant supplies of labour, letting them build them doesn't unbalance the game, and it makes the non-colonial powers much more fun to play without adversely affecting the colonial powers. That's all.
I suppose people can't help having desires to MOD what has been completed.
As I am certain most of you know, this game was given great thought and consideration concerning the reality of history and its accuracy... El Justo is "The Man" concerning History