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Atleast the -control thing applies for -5% upkeep for archers etc. Not sure how the other parts works tho, the extra abilities. Im quite noob so maybe it works maybe not haha..
Great mod either way, love it! keep it up
On a previous patch for this mod I had added some effects to late game High Elf techs which would unlock spells from the lore of High magic for Loremasters of Hoeth - I've reverted that on my most recent patch.
Unfortunately, it would result on other spells from their spell pool going missing which I'd missed in my testing. And I just couldn't get it to work giving them two spells pools to toggle between because they have a composite spell lore.
Instead, I've added other buffs to spell lores that felt thematic to those late game techs instead. Will detail the full changes in latest mod patch notes.
Never say never though - I reckon the Lizardmen tech tree would be my next pick if I were to do another one like this mod.