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Other than that the factions are really interesting, still playing around to get a feel for specific feedback on how they play though.
All base game factions are unaffected, for them the resource bonus works as if no mods are enabled.
For additional factions the tile bonus from for example volcanic works, the flat resource gain from outposts works, the city wide resource bonus from outposts works.
What doesn't work is the resource bonus outposts give to adjacent tiles.
This seems to be a general issue with all additional factions and how the game identifies additional factions, not only mine.
Most factions don't touch the outpost related files and for those that do, the changes work as intended.
I'd need to adjust every type of outpost for every faction individually and it should be possible to fix this issue. But for now I'll leave things as they are. From my testing all my additional factions are stronger than base gladius and don't need additional power.
This is a pretty cool faction that you made, and I do believe you when you say that its better than base game stuff, but I still find myself struggling into AI. I do prefer to fight impossibles, and I usually try to ramp up until I can mass out a massive army, this does not really work all that well with the DG it seems, they take too long so I do have a pretty simple question. How many cities do you think I should aim for, I think 4 is optimal but I want to hear your thoughts, because you did make the mod and play tested it.
in my game i just went from 8 to 9 growth with 1 gift but when i checked the files from my understanding it should only buff it by 0.05 or 5%?
First: The baseline growth rate has a -0.5 multiplier.
Second: Having any blessing up gives you a 0.05 multiplier.
Third: Every blessing gives you a 0.01 multiplier.
Fourth: Having all blessings ups gives a 0.05 multiplier.
All of these are additive.
As a result having a single blessing active increases your growth rate from 0.5 to 0.56 so a 12% increase in growth rate over no blessings.