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thanks so much for the feedback, I definitely want to tweak some of those things when I find the time. One day...
@Dunadd
I honestly have no idea! I would expect it to be fine. The only thing that might derail it is if Empire Building changes the Advanced Logistics tech too much.
" magic restance 5 levels on his only worked 1 time on the first leve upgrade the other 4 did nothing. "
Also if you see anything like this happen please tell me! It's super easy to fix but super hard to catch.
I really wanted to avoid anything game breaking with this mod, at least not more so than the other. Generally this mod should be a bit less strong than the old one, if only because the research costs are higher. The HP techs do give a bit more per upgrade than before (+8 instead of +5 I believe), but they cost even more to research now.
The thing that might make mine stronger is that some of the upgrades are grouped; Merfolk and Fey get upgraded at the same time, for instance.
For each of the basic upgrades, there's a chain of 5 techs you can research. So for each unit type, Infantry for example, you could upgrade Defense up to 5 times before you run out of Defense techs to research.
The branches for elemental damage are shorter -- 2 tiers are unlocked for each of the relevant Adept specializations, and an additional 2 if you also grab the Master specialization.
can you make so you can research only one time each upgrade?
For what it's worth I just pulled up my current game and can confirm that, at the very least, the cavalry damage bonuses are working with units from Chivalrous Intentions, Ayalin's Premium Tribe Invasion, and The Old Man and the Sea.
Yes, this type of mod is tedious to make. I can become Hyper-focused when I get a creative idea and can ride that wave for a bit. This is how I was able to work on such a big mod but that energy dies quickly as my interest wanes.
Good luck with this.
And have fun!