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Ha! I've just been in the industry long to understand who dictates to who. Hint: the actual development team has little and sometimes no say in what they are making: the marketing department kisses the rears of the suits in charge, and gets to dictate the direction the product's-development takes.
Always illuminating when someone with actual game development experience weighs in, thanks for commenting /s
You don't have to "update plz" every single mod
Just wanted to say that there is new "free" DLC that ruins your awesome mod
Would love to see it updated! Take care, you are AWESOME!
Good point, I really preferred the ruin dilemmas instead of puzzles every time.
No Puzzles.
That mod did something no others have done, which is to bring back the (imo) more interesting ruin dilemmas instead of the puzzles.
To my knowledge no other mod rolls back the ruin functionality to the old dilemmas, aside from possibly Radious/SFO (don't use em so don't know, but given how they took ideas from other mods for themselves, I see no reason why they didn't stuff the old dilemmas back in).
For MCT2, I'd say that the options should allow for there to be zero puzzles, or have a percent chance of a random event instead of puzzles (e.g. 50% of the ruins you search have puzzles, the other 50% have dilemmas).
This is in order to reflect the bureaucracy and logistics involved in first occupying, then handing over reconquered territory, just as a role play thing.
Re-read the third paragraph of the Description.
Even though I feel dumb as fuck for ignoring this mod for so long because I thought it simply made trade connections easier in the campaign (meaning bordering regions can trade regardless of mountains; sea etc.)
For example, I see a lot of times Reikland and Golden Order controlling Dwarf settlements because they simply removed the GS there. As the Dwarfs, I don't really want to go at war with them, especially since I have treaties. So I was wondering if your mod could help that situation ! Thanks forward.