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@Yoshi, you can do both ! So let them guessing.
The mod still needs a bit more love imo.
I am reworking some buildings, and while I'm here, changing discovery values.
I will make some changes to the food gauge to make food consumption more stable between turns.
Combat wise, I'm going to rework the Vermintide building: the summoned army will last only one turn/battle, but it will get a strong ability to make up for it (hint: Vermintide).
After this update, I have no plans for adding more changes. I will check it once in a while to update when nessesary.
I am open if anyone wishes to take it over after that.
@Ooh-la-la, It's GAGA!!, thanks for the suggestion. I did not touch it yet, because I never used it in campaign before. 12 turn is pretty long indeed, and kinda ruin the fun of it. Im going to think on something to do with it.
@KrusherJr, These descriptions you mention are on the "work slide" section. This mean they are the changes I would like to implement in the next big update. The actual mod effects are shown above in the presentation, under "Undercities: Building Changes".
I always loved this raze option, it's so satisfying to watch tier 5 dawi capital city go full Oppenheimer, but im not gonna wait there for 12 friking turns waiting for that to happen, it's much easier to just go and raze it by using a regular army.