Well no one has bothered to answer me but I think i've worked it out.
If your base game is 4tpy and you use 1tpy build/tech/cost then effectively these things are 4 x faster.
I like the 12tpy game and am accustomed to the 4tpy build/tech/cost.
What order do I load these 2 (?) mods in?
An answer would be really appreciated!!
Steam version works if anyone is reading this thread
All Factions Playable 12TPY works .. with a little bug .. after choosing grand campaign .. click on the new indian faction and all faction trait will dissapear, but if you click on Grand campaign again .. every traits returns, but i haven't tried playing .. i'm not sure about other DeI AFP TPY submods. so i think the AFP submods haven't really completely updated yet. I'm gonna try playing it i think, and see it works with the new indian faction.
Actually are we getting a 1TPY Build/Tech Times and Costs submod for 1.1?
I have a hard time keeping all the submods and main mod updated, but I don't see the need for a 1TPY? The main mod is basically set at 2TPY for build times and techs. If someone wants to make one, you can modify the current 4tpy build/tech submod and divide all the values by 4. If I get some time I can make one.
I created 1 tpy cost, build and techs. There are two version's. First version without campaign_difficulty_handicap_effects_tables and second version with campaign_difficulty_handicap_effects_table. In second version i divide all values by 4 in this table campaign_difficulty_handicap_effects_table. I recomendated first version, because used values from main mod's campaign_difficulty_handicap_effects_table table.
Thanks I'll check it out!
Is there a Sell Slaves mod for DeI 1.1 ?
It is included in DeI for more then a year already...
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You would still need edict for that, so it workds exactly the same. Unless I am missing something and sell your slaves mod edits hardcoded mechanics and allows to put edicts even when you do not control your province.
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Are these submods all updated for 1.1b?