![]() It is intended that you can only sustain a small number of units in the beginning. ![]() Thanks for the mod again, it is really great, so many things are changed and the amount of work is crazy indeed. I am Amazon who have penalties for mountains/fertile plains, that means low energy income also. Have you tried a game with leaving vanilla colonizer costs, which problems did it cause? Of course I am building another colonizer despite I still haven't found any sectors with cosmite. I got 2 units to veteran rank, built 1 core unit, bought 4 NPC tier 1 units, obtained some reward units from quests and my income is -15 with 2 colonies. I mean I can't have just a few colonies and rely on NPC units because they will not have any mods, I can't rely on faction units either because they have 1 mod and thus don't have a chance against double number of AI units (there is no much room for synergy). There are a few more on the workshop that tweak the AI, but either more limited or changing it in ways that I think actually make the game easier.Click to expand.I am on turn 14 in my game and I think the idea to reduce number of colonies contradicts to increased energy upkeep for evolved units and increased mod cost for NPC. ![]() It's bundled with a bunch of other things but you can pick and choose what to install. It also tweaks AI expansion behaviour, build priorities, strategic map aggression. Also makes it harder to defend your empire. This is because the AI ALREADY has this restriction, and it's a cheat in the player's favour that they can ignore it. It also bolsters minimum distance for cities to 10 hexes. ![]() This helps compensate for the fact that players are MUCH better at levelling units. The mod gives the AI one extra cheat: boosted XP gain. Mostly I use JJ's (poorly-documented) mod bundle, or parts of it.Īctual mod description for some reason I only found in this fan-zine on the AoW3 battlefield site. ![]()
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