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Thank you very much, I've been a big fan!
Anyway, thank you
I really don't know what this means?
I personally feel that arbitrary limitation such as the trade caps are silly. If you have the stuff to trade, why limit yourself to whom? The greenskins need more unique mechanics to make up for the fact that they are so waaaagh! happy.
1) Give greenskins a recruitment pool similar to the vampire's summoning. This would represent pockets of greenskins that have sprouted up from past campaigns. The large battle marker that vampires get would even work for better troops because the more riled up and plantosterone-filled they get, the bigger they get, and the more spores they release.
2) A mechanic that spawns orc armies in provinces that orcs have been in, using the a system like the rebel use.
Obviously, these two mechanics would only spawn regular ork and goblin units. Not giants, spiders, cavalry (actually, maybe cavalry?), or siege engines, ect.
I think this would better represent orcs, and bring them up to power.
"Better" is subjective. If you think balance is important, then this is not the mod for you, for instance. In my experience, this mod causes certain factions - especially the Dwarves and the High Elves - to have too high a trade income. And those are precisely the factions that do not need any boosts. The domino effect - so to speak - is that the Dark Elves and the Greenskins struggle even more relative to those factions, among other things.
I am really tempted to say that the vanilla balance as to the economy should not be disturbed, as doing so causes grave imbalances.
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