I noticed that there are alot of changes to unit costs, building costs, and building times. Just wondering what was the reasoning behind this? I dont mean this to sound like im complaining im just curious.
I noticed that there are alot of changes to unit costs, building costs, and building times. Just wondering what was the reasoning behind this? I dont mean this to sound like im complaining im just curious.
Basically it is to improve the ai performance. This balances out units and the recruitment times are adjusted to force the ai to build better armies. It seems weird at first, but it really does do a great job. Also remember that this mod is based on .5 turns per year, so build times aren't really an issue as much as you would think. Overall, it focuses on making the ai do a better job at recruiting, and the building costs and build times for buildings are adjusted for the .5 turns per year timeline.
Correct me if I'm wrong Dave.
ah, what about the increased cost of units and buildings? same reason? going to be interesting as i enjoy playing hotseat campaigns where i controll every faction, it gets quite interesting. ive only done it with vanilla though. currently its on turn 110 and the map looks like this... and yeah i actually assassinated the last two mongol characters, wiping out 5 full stacks that had no commander.
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Well I know some people may not like all of my changes, but I felt I needed to make these so that the mod would be a lot more challenging than vanilla. This mod is not simply just about adding everything from the Kingdoms expansion and putting it into the Grand Campaign. It's a lot more than that, whilst CA seemed almost uninterested in making a difficult campaign, I put a lot of work into it.
Dave