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You can't even Confederate (he doesn't exist)
You will nerf Karaz-a-Karak building slots to 14 (still more than Vanilla) but will retain the resources added if this mod is loaded after the Landmarks one (this is the standard loading order).
If you load this one before the Landmark, it will override the building slot thing, and tho you will keep the 20 slots karaz-a-karak and the resources, all other provinces capitals won't have 14 building slots. SAD but ok
Just putting this here for people who are interested in nerfing a little the building slots while retaining the resources and making every capital province having 14 slots
Niche, I know, still worth it
campaign_building_chain_slot_unlocks = Number of building slots that is unlocker per capital building. Setting this to 4 comes from the following formula: 20(total slots)/5(levels of capital building)=4. For certain cities (like this one) it is not level specific, and the level is set to -1. This makes it apply the value of 4 every upgrade.)
slot_templates = This indicates the 2 (primary and secondary) icons that appear next to the city. (A special building icon and resource icon, in this case).
slot_template_to_building_superchain_junctions_tables = This table decides what buildings can be built where. It is what actually adds resources to the city.
start_pos_regions = This table is used when building the startpos. It is what actually determines total number of build slots.
just wanted to ask - the previous mod was my first ever attempt at editing it and after looking through your work through PFM, you managed to make Karaz-a-Karak have 19 slots even though the active_slot_count in campaign_building_chain_slot_unlocks is max 4.
what's the trick? just asking as a complete warhammer modding greenhorn.