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why is there no "mercenaries can drill" anywhere? (it is in mercenary ideas in anbennar), drill is very important
why is the "influence" idea all over the place?
you need to get random ideas like development/health to get an increase to Vassal income. Influence idea was idea for Vassal runs, now it is just a bit of everything and a lot of nothing.
You have idea specially for colonies, why no idea for vassals?
thank you for making a great mod (sorry if i have missed something)
just an unfortunate side effect of how the on action works
Also Doge i was looking through the events for the development ideas, and the section that's for increasing the speed of the development ideas event has a positive factor, doesn't that mean the MTTH increases as your dev cost goes down?
Only mine should would (it exists as a fake to prevent crashes)
The rest of ideas that are actually used are separated into different txt files for readability
Really not sure why, best suggestion is to make sure only my 00_basic_ideas.txt exists by deleting the others (or at least in xorme)
Located a temp fix by deleting the xorme ai and it's anbennar compatch's idea folders in the steamapp/workshop/content/(insert mod ID here) folders. Found one other random guy who had the issue online and managed to fix it by doing this.
If i had to guess, something in Dwarven Knowledge makes Xorme AI's mod recall it's ideas files to check something upon game start, causing it to overwrite the doge file. From my short time messing with code years ago, this seems like the logical reason for this happening... no expect, so just a guess anyway... not sure on how to fix that long term, but at least it all runs fine until Xorme AI mod is updated and it redownloads those files.
This way my file will overwrite xormes ideas file
I think the issue is on Xorme's side, but I don't know. Is this an issue you are aware of and do you have any fix for it?
Smarter AI is always good, but I love having more ideas, so not being able to use both together is a nightmare. Xorme has comments disabled, so starting here and will try their discord if no fixes on this end, not sure which end it needs sorted on, maybe a Compatch needed between them now.
A bunch of idea ai logic tweaked
At new game start AI's historical ideas will be instantly removed so that they instead rely on personal ai logic instead of their country historical ideas file
Changed nationalism icon to that of small country borders (vicky 3) to fit anbennar
Eitherway, I'll look into a way to make it less artificial and hopefully fix it since you are not the first one to mention it
One thing I did tend to notice is that a lot of minor nations pick exploration as their first group. Some play-tests resulted in 8-12 nations picking it every time, instead of seeing more variation. Is this intentional?
at the very start everyone starts with an open slot
not sure why I had it so I removed it completely
hopefully nothing important