I currently don't play Radious with submods. So take this as a guess. Personally I can't imagine that unit submods conflict with the Radious-main-mod itself, cause as far as I know he doesn't alter the tables in his main mod which u need to include new units to the game. Just check this by yourself. The (indeed great) mod manager of Mitch can show you what mods have conflicts with each other, what u most likely already know.
IF Radious-main-mod conflicts with his unit pack submods than yea... it would make sence to overwrite the conflicts (in fact this means put the submod above the main mod in the load order), cause then you will need this tables from the submods instead of the main mod tables to get the submod working correctly.
IF Radious-main-mod conflicts NOT with his unit packs then it doesn't matter where u put them in the load order (under or above the main-mod), cause they don't "bite" each other and can live in peaceful co-existence
Personally I do it this way to sort my mods:
[MOD MANAGER LIST - TOP]
- The
Better AI Mod (> if used, it should in the most cases ever be on the top)
- Little Mods (> example
Political Overhaul, this means mods which alter a specific aspect of the game and don't alter many tables. In our example, if u like Radious, but wanna have another political system, you overwrite that part of Radious with another mod by having it higher in the mod list)
- Unit Packs, sub-mods of Big Overhauls like
Radious or
Fall of the Eagle
- Major Mods or Big/Complete Overhauls (which altering many tables) >> you should have only one bigger mod, cause of many altered tables two or more of them will not work together or even make your game crash/unstable
- Graphic Mods
- TPY Mods (turns per year mods)
[MOD MANAGER LIST - BOTTOM]
Works quite nice for me so far.
Regards,
Kurk