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I would try to think when balancing. That all spirits should make alot of difference in the age it is playing, some difference in coming ages and a little difference in the far future ages. All should give some help in defence and/or attack.
That is my two cents anyway
TriggerOnEntityCreateType-B_TILEIMP_STONECUTTER-TOH_STONECUTTER_BUFF
I'm using your mod as base for my own NS overhaul (not published), hope you don't mind.
Can you make a little mod for National Spirits Age 6 "Commanders-Grognards" , please!
From this one:
UnitPromotionXPTable,10:20:30:40:50 to UnitPromotionXPTable,10:20:30:40:50:60
StatCombatXPMax,ADD,20
But I have also noticed the dilemma of the whole national spirit falling off once the mounds stop being useful.
To counter this I would have to come up with some new permanent bonus for them, since the original 50% food requirement was far too powerful, the 50% discount to farms never seemed to make much sense for them thematically, and the +1 level to all regions was as useless as they come.
I have updated the mod with a fix and also lowered the hunters culture bonus to hunting camps from 0.5 to 0.3 and the production bonus to bone and ivory from 2 to 1 (which can now only be turned into 0.2 improvement points instead of 0.4).