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You can check proof of this and read detailed description here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2055544110
https://sp.zhabite.com/sharedfiles/filedetails/?id=1590362799
@WerWolf: I doubt that is because of this mod. By default, it only does stuff on a yearly base. Either way, the yearly increases (scaling) are the most resource hungry part. On very weak systems you might want to disable those. I'm pretty sure this mod does not create crashes.
But I'm actually looking to make the possibility to increase the ressources yearly by 0.5% instead of 1%, i'd like to ask you if that's even possible (i won't ask you to do it directly but some little help might be apreciated :) ) and if so, how?
Thanks Gratak!
You got my thumbs up
No influence on claim. Though I expect they would claim more if you give them bonus influence. Just guessing though.
Does this mod influence the claim system in any way? or how the AI uses claims ?
Subsribed to mod
No menues showing in the edict menu
Can you help?
Any idea what could be wrong? Are there certain types of mods that could conflict and make the AI unable to receive science bonuses despite getting all the other bonuses?
I wanted to use Dynamic Difficulty - Ultimate Customization mod cuz without Scaling game is hard at early game stage. With- too boring. I do not want to touch crisiss
Though I'm pretty sure that is you do not disable any scaling, the game should not slow down. All my events are the start of a year. The only reason it could generally slow down a tiny bit, is that I simply add modifiers (though I kept that number as low as possible)
Or maybe you could tell what line in what file I should change to let them have all the difficulty bonuses other AIs have?