i've started fooling around with an early text, player gets choice of 4 starting factions. english, spanish, germans, and byzantine... basically took Kraellin_early russian q mod, and removed some factions, and switched the rest to minor. hope he don't mind, Kraellin if you read this, and you do object, let me know and i'll delete it and start from scratch.

i chose this mod because i did not want any land bridges, and africa is active, which i gave to the almohads. gave all ai factions 6 or 7 countries, and am setting them to rebel 0 to 2, the player gets 3 provences each. boosted all provinces income by 10, and set all faction to xxx_expansionists, hopefully they'll wage non stop war with each other and the human player.. testing it tonight, so far it loads up to a game, haven't played it yet though, making sure it will load.

tommorrow i'm gonna edit the build file, and cut the build time in half for all buildings, and gonna delete any faction preferance, hence as long as you have the right religion you can build it.. also gonna delete invention requirement for everything,

reset start date to year 0087, so you can play for over 1000 turns. you'll still need the appropriate buildings though. haven't even begun to think about unit file.. only thing i'm sure of is they'll be two sets of units, one for the ai, and one for the human player. and the human player i'm gonna increase cost by a factor of ten, and does anyone know what the maximum value for support cost is, want it to be 10 times larger as well.. that's all i can think of right now, it's late and my mind is wandering..

any suggestions let me know, and i'll try to implement them.. don't expect miracles, i just started modding about a week ago, and this is my first serious attempt. hopefully won't make an *ss of myself.