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While not quite Priest King levels of excess, that was always plenty in my games.
Mm, I guess I could add it though, still have to clear up some things eventually, anyway (like the junge tribe villages made usable, where I completely missed to answer the question, sorry.)
Step 1: take the settlement, and have it not turn into a ruin (say, due to being a city that degrades into a town or a village into a hamlet, or just it not happening by some other circumstance).
Step 2: leave the tile immediately the next turn.
Step 3: the tile now turns into an empty desert yielding no ruin.
Right now, the capitol gets turned into the haunted version by the desolator ability if not already, so maybe give something that the class can do with the haunted capitol.
Also, have you considered bringing magic resistance for your mod units in line with coe vanilla? Extremely powerful magical beings in vanilla have 10 mr base, with only doom horrors getting 12, yet this mod as well as your fae one seem to regularly have beings with resists well beyond what the usual vanilla statline has. (This isn't counting bonuses given by bless or etc.)
For the town just disappearing... Mm, sorry, that one never happened in my games either, and in this case I can't really imagine what even could be happening here. I guess I will eventually have to make a test tun with a few dozen Desert Avatars to see if I can pinpoint any strange behaviours in that direction.
Also, can the class get something to do with ruined ports or the capitol? They can't be turned into a necropolis.