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Actually, the most useless buildings are various farms, especially those that produce peasants or sacrificial pits for Warlocks. But a building that provides +1 knowledge is very useful.
New here? I'm Roha — want a quick tour?
in the second mod, there is clearly an overuse of the "brightness and contrast" tool.
Could you please tell me if it’s possible to install this on top of EWA /topic/12025/? If so, how?
and is it possible to disable the mod completely without deleting it?
Where can I find information about the abilities of all the new creatures?
The improvement for a Fortress depends only on the creature's file; you can specify many upgrade levels there. For example, we have peasants, and in their upgrade, we can specify 2 types – these will be a militia and a landlord. Then, for each of these creatures, you can specify 2 more upgrades, and so on in a progression.[/B]
The problem is that the fort on the hill is not that common, and taking new units only to later be unable to replenish troops from the Castle is inconvenient (I think everyone understands this).
Is it possible to give some building the function of a fort on the hill, so that it can only be built after all housing upgrades (so that it is fair)? :)