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shield_food_storage_building 17 Lvl2
shield_food_storage_building 22 Lvl3
You should be seeing these values for food storage. Please look again as it is not obvious in the UI.
Also in a previous play through I noticed that the AI never seems to declare war so I modded in a large increase to these values and it improves the campaign imo.
Anyway it's been a pretty fun campaign and this mod definitely made it better.
1. The food economy is now too easy imo (~400 surplus food at turn ~30 with 2 full stack armies - w/ 6 food per unit). This is partly due to the salt building which is crazily op (gives as much food as pure food buildings + like 4x as much money as economy buildings). So I prioritised these.
2. Maybe a load order issue but the garrison building is redundant with this + your village garrison mod. It gives essentially the same garrison as all other buildings but without any of the positive effects and with big -gold and -food negatives.
3. Also re your garrison mod - some minor town buildings have no / incorrect garrisons (ie foreign trade port, T2 granary), this is for East Engle faction if it matters.
The good:
1. The economic balance feels good.
2. The boost to research rate is great imo.
3. The happiness change is also great, it's now something you need to manage.
4. Faster recruitment and general AI boosts are good, now the AI can bounce back from losing entire stacks.