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For example, for the Empire, building a T3 stables building allows increases your capacity for Empire Knights by 1, but building a T3 Reiksfort building increases your capacity for Reiksguard by *5*
Surely, Empire Knights should be less restricted than the more powerful, unique Reiksguard?
I'll run through the Empire's balancing again with my new numbers when I get home tonight, so with any luck you'll have something a bit more refined to work with before too long.
And I really wish I had a means to automate this stuff more than just the spreadsheet I'm working with.
Tree Kin have a max recruit count of 0 with a tier 3 forest spirit barracks constructed (Tribal Stones description says +3) and tier 3 oak of ages.
Speculation:
Perhaps the structure is adding +3 of Avelorn's Tree Kin rather than Wood Elves
Possible mod conflicts:
Mixu's new lords/legendary lords
The Woodelves (https://steamcommunity.com/sharedfiles/filedetails/?id=1288489406) adds new mechanics/tech tree but shouldn't add/change any units
No other unit mods are running. Let me know if you need more info. Good work on the mod and interesting idea.
The answer is much more surprising, and you may have a nasty surprise when I release the bugfix in a minute or two. It's actually adding to the Deepwood Scouts (Swiftshiver Shards) cap! You may find yourself over the cap and unable to build any more if you've already maxed out on those.
I just started out a Ikit claw vortex campaign and pretty quickly you're urged to take on other skaven for a settlement. What the AI had done is spun up 5 full stacks made mainly of skavenslaves and had them all in support range of the surrounding settlement. The resultant siege battle was basically impossible to play due to a frame rate of about 2 and so much in play that it was impossible to keep track of.
I'm not entirely sure what you'd do about this, but perhaps leaving clanrats as unlimited would help aliviate this a lot. I'm guessing this is more of an early-game only problem.