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I looked around in RPFM for a bit but couldn't get it to work, hope you can figure it out!
I have considered that, but I just have not gotten round to uploading them yet. As there is a mini miscast mod that I would also like to upload.
I am glad that you are enjoying it though :)
You hit the nail on the head with the RoR scripts!
I would suggest splitting the slower growth and the unit recruitment balance changes into two separate mods, maybe even three. Separately choosing later RoRs, the recruitment and slower growth would be a nice QoL to this mod.
Ambar's issue was reportedly associated with the AI Beta (CA just removed another Beta) so it could be something to do with that.
I completely agree with your sentiment. I have been playing this series since the start and noticed the gradual change in all of the issues you have described.
The 'final straw' that pushed me to make this mod was the last DLC where Black Orcs were moved down to be at the same building level as night goblins (T3!).
So I have changed the required tables to lowercase. Just tested and it booted fine now :)
Shades are an even lower tier in vanilla so if anything this mod mitigates this problem by moving them up a tier.
I am glad that you like the idea of this mod.
'The biggest problem is that you and the AI will have multiple stacks of tier 3 units levelled up with golden chevrons. There will never be a reason to get tier 5 units.'
The reason to get tier 5 units is because they are better. That is the same in vanilla as it is in this mod. Tier 5 units with golden chevrons will be better than tier 3 units with gold chevrons.
Ultimately everyone will have their own ideas and justifications for how the units should be recruited. But this mod is based on my justifications from game play and lore.
The biggest problem is that you and the AI will have multiple stacks of tier 3 units leveled up with golden chevrons. There will never be a reason to get tier 5 units.
But I find that their mobility is why they outclass irondrakes. They are much easier to maneuver over the enemy's lines to destroy archers, artillery and get angles on their front lines.
Whereas irondrakes are much slower and struggle to shoot over their own dwarfs to target the enemy (without burning dwarfs in the process). Ultimately they perform the same role with their weapons, but I feel gyrocopters (brimstone) mobility means that they can perform it better.
You can still gain access to the regular version of gyrocopters from minor settlements though as their precision AP means they perform a different function and usually end up replaced by gyrobombers anyway :)