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Sorry again for the incorrect crash report. Thank you for checking into it anyway. I really appreciate authors that keep an eye on their creations and don't abandon them.
I must say, CK3 is very mod friendly. I didn't expect it to be so easy to add stuff without much hazzle. Years ago i modded a lot on Elder Scrolls Oblivion and other games and it was much more complicated to no mess up folders and files etc. I went over to console playing not at least to get out of this modding hell XD.
On console this year i fell in love with CK3 and just to mod it i came over to Steam. Now i run it with around 50 mods and it is amazing how well it all works together. Compared to the console edition it feels like a pencil scetch vs an oil painting. So many fine mods out here. Great community. d
" Additially, you get an actu(ari)al artifact! "
because that is a census pun
@MedievalHistoryMann Thank you so much!
I did get it sort of fixed for AGOT but am not sure whether to post a patch now or wait until after they are able to fix it for the new update.
About the limit the suggestion is relevant
And thank you so much for working on the Russian translation! It means so much for someone to spend time on the mod.
I would like to thank you for listening to my problem, taking your time and solving it. In the future it would be great to see updates to the mod that would, for example, add historical characters-scientists during the decision-making process.
Well, or for example there will be a chance, the scribe will cheat you, along with this would be appropriate to make it possible to choose from several candidates scribe at different cost, so that their properties affect the final result.
Now in the game there is an effect on possession "illiterate census" or something like that, perhaps you could make, that if the census is of poor quality, you got minus to taxes and militia, and if good - on the contrary.