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The one thing it does affect is the AI's willingness to attack, because the AI partly bases the decision off expected autoresolve outcomes.
Because of that it's also not really going to 'interact' with other mods either, except to overwrite each other if they both edit the same numbers. This mod should really be the *last* item on your list of suspects :)
ill test it with just your mod on to see if i get that behaviour too, without all the other shit
All of that behaviour definitely has nothing to do with this mod! The mod isn't perfect, but it can't interact with the campaign map in this way - it only changes the outcome of autoresolve calculations.
Im having something similar, its not just rebellions.
sieges get way more drawn out, i havent been able to build many siege equipment, I just get attacked during the end turn while building siege equipemnt.
heres the thing, even if you win against the enemy sally out attempt, your siege will be broken.
Would love to use this mod but sadly with AR not correctly showing which units will die, kills this mod for me. If you can fix that issue(if its fixable to begin with) would be amazing.
I'm trying to find a way of tweaking the campaign so that a battle defeat is not a "game over" scenario and this mod feels like its part of that solution. I'd love to pick your brains about AR values and how it all works... would you mind if I pinged you on Discord via modding Den?
Thanks for pointing it out, I'll delete it from all my mods that have it for the next time I update them.