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Also plague cultists spawned with a plague have absolute base movement range.
I have not experienced the other bugs you mention playing vanilla, 37 infections is a bit low and does force you to make careful decisions which i like but it snowballs pretty fast.
It's as if you drive a car and you can drive up to 50kmh yet can't go higher this is considered broken. Apparently your quality standard is of someone who likes being ripped off or like half assed releases of PAID DLC'S
as you might haven't read I am litterally bugged out of even doing plagues lmao
You can get 5/10/15 infestation per turn per building. It's far from being broken. It's annoying at best.
Ooh look a personnal attack, uh ? Whatever...
go dig your own grave deeper.
You spend infections to build military buildings, speed up rotations, create plagues, send out cultists to target armies, extend plagues duration, to reduce immunity to plagures, increase chance of spread.
As it stands, it runs a freight train through all of the mechanics that they added so you spend all you time staring at stuff you cannot do, which was always Nurgle's problem pre.5.0 and is still his problem. It is not a small bug, it is a game changing bug.
T3 control building even gives 25 infections / turn.
So obviously you want this and the gold building in every settlement.
Which is why i said : no the faction is not broken, the cap of 37 from battle is annoying but doesn't break the faction.
Now for clarity: What is bugged is the post-battle result where you choose what to do with captives. The choice where you use them for infections is capped at 37, which is a bit on the low side and probably unintended.
If this is a problem for you, this mod fixes it until CA gets around to it.
https://steamcommunity.com/sharedfiles/filedetails/?id=3236291092
Note that I don't use the mod myself; when you can get 3k infections in a single battle, that's WAY too much for balance. If the choice is way too much or too little, I prefer too little.