Re: Gem Valley - a SP MA mod
1. The lack of movement of the gem mines and gem fountains is by design. They are immoble entities, although the mines do teleport because of the astral paths. Everything in the game will teleport if it has enough astral.
2. I have no idea why your upkeep is so high. It can't be the gem mines, with a gc of 250 each. The 2 summons you cite are also zero gold. I have not encountered that problem. The most likely possibility can be attributed to the fact that the mod incorporates the "Better Independents Mod" with unit costs of 2000 gold. Have you seduced some non magic independent commanders? Or have you had a milita event or other unit generating event?
3. There are 3 gems mines to balance gem generation of the mines. Each mine is limited to generating 5 types of gems, a game limition, not mine. So to get an even balance of all 7 gem types, all 3 mines, in total generate 15 gem types. Thus a complete set of all 3 mines will generate two of each gem type with the extra being a pearl. The 1.0 version had one mine and it was scripted to generate all 7 gems, but the game limited it to only 5 types. The only way I could figure out how to evenly circumvent that limitation was the 3 mine solution. I have always meant to include the types in the descriptions, but haven't gotten around to it. Just click on each mine after a turn and you will see which gems each produces.
The nation is not feeble. I am not a good enough player to play a feeble nation with any success. I made the nation so that I could cast every spell and forge every item, if the wild magic distributes paths usefully (doesn't always happen). But I don't recruit mercs, so that limits me in the early game. But once you research up and have about 5 castles, the nation becomes a lot of fun to play (IMHO).
It would probably get overwhelmed early in MP also. Unless you use PD 20+ and have some offensive research completed.
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Men do not quit playing because they grow old; they grow old because they quit playing.
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