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So am I doing something wrong here or is the population mod not working as it should?
IRL moving an army by sea was faster than marching by land, so it really doesn't take a year to sail from Greece to Crete
Also, Rome became the Etruscan League in a few turns, so the main factions won't last until the late game.
And still not solved the problem of the base game where I have to face a plague every 5 turns.
So yes, the mod fixes some elements of the game, but in principle it is no different from other mods and does not significantly surpass them in anything.
The only way ranged units should be doing the kind of damage you're talking about to any shielded units is if you're keeping your back or non-shielded side to them, in which case it's just a positioning issue that can be resolved easily enough.
But from me also a Vote for that allied cities supply units.
Maybe some update broke it? Also game asks to turn your mod off because "it is outdated", tho it's not true
However, I am not a fan of the supply system. I want to fight wars on my allies territory, to make sure the enemy doesnt reach my borders, and I cant, cause my armies run out of supply 3 turns in.
Would be nice if armies didnt lose supplies while in ally/puppet territory, or maybe just have a tiny little submod that removes it entirely.
- The rosters of Cyrenaica and Cyprus were expanded, to make these factions more interesting to play and differentiate them more between them and with Egypt, but maintaining a slight influence for historical reasons.
- Additionally, the bug where Egypt could not recruit war elephants was fixed.
- Now you can spark the buildings with the incendiary artillery, and they will burn with big flames and smoke columns. In addition, depending on the material they can end up with a nice deflagration.
- The effects of artillery hits on terrain have been improved, with a new artillery impacts texture and raising dirt. Also the incendiary artillery effects on the terrain are improved, with the terrain burning, etc.
- The properties of many particles has been enhanced: now the blood will remain the whole battle duration; the smoke and fire effects, the dust raised by the troops, the desert wind or the snow in the blizzard, are no longer limited by the rendering distance.
- The dust effects now are adapted to each type of terrain (snow, grass, mud, desert).
- Volcanic eruptions on the campaign map.
- No FPS impact noticed, in comparison with the previous version.
Para Bellum - Collection
Para Bellum - Effects
Rivers of Blood - Gore Edition
Rivers of Blood - Realistic Edition
Seems to be a game breaking bug. Pity because it looks like a really good mod other than that