
Re balanced heavy units to be more effective.

Raised mass settings for horses and camels. Raised hit points 20% for horses and camels and elephants. New Movement ground modifiers through different ground types=slower through forests and rock and mud. Heavy mail now is better against weapons. More dynamic and intense longer bloody battles with new morale and fatigue settings and armies that keep their formation as they advance to battle. New Bran Battle AI settings for Medieval Kingdoms 1212. Culture and Religion play a more important part in diplomacy.These changes will make for a far more intense DYNAMIC campaign! This IS now a Total War game proper-it is not a CIV game but a WAR GAME. New campaign movement modifiers through different types of terrain. Better Building effects.Better technology effect bonuses. Religion has a bigger impact on public order and diplomatic relations. More defensive deployables in Fortified stance. Better balance of field battles vs small settlement battles. Army reinforcement range has been increased by 50%.

Ai should build bigger armies and construct buildings more. Diplomatic behaviors changes are that factions allied with you will be more likely to make treaties with your allies too.

More field battles and tougher settlements. Ai factions will defend regions and capitals better and help aliies more. New Campaign Ai behaviors that includes more AGGRESSIVE and EXPANSIONIST factions that will ATTACK!. Campaign will be more dynamic with very Epic Bloody battles. Most Aggressive Version incorporating BRAN MK 1212 SLAUGHTER BATTLE AI WITH LARGER UNIT SIZES. I suppose you're using some multiplier somewhere for the buildings cost, and this doesn't get it into account, which makes the trait useless now, but very useful in general if it works as intended. for a Filed costing 10500 it reduces it to 10350 with 10% trait(probably the base price was 1500, that's why it reduces it with 150). cost -10/20% buildings in governed province - here it's working, but it reduces the cost of the "base" building price - without the HE mod - f.e. Prices stay the same for "castle" and "city" units with and without the perk - this might be from base 1212AD mod.

General trait "Trainer" - recruitment cost -10/20% for non merc units for the commanded force - not working at all. However I found some "bugs" - some of the perks/skills are not working as intended or at all - for example: I can't imagine playing the campaign without your HE mod - it finally makes sense to construct some buildings and take some perks that otherwise i wouldn't touch with a 10 feet long pole.
