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Comparing the mod file to the latest Paradox file, this needs a re-write. Paradox changed a variable name, they added development boosts, and AI was added.
update needed
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3020808086&searchtext=No+more+sbr+req+fix
Could anyone with the problem of vanishing specials/slots either send me a copy of their "00_special_buildings.txt" from "Program Files (x86)\Steam\steamapps\workshop\content\1158310\2432516187" and "Program Files (x86)\Steam\steamapps\common\Crusader Kings III\game\common\buildings"? Either that, or copy and paste the sections headed with Notre Dame, Palace of Aachens or other problem buildings into a discussion thred for this mod so I can take a look and see if I can find the issue.
Have you tried starting a new game with only this mod enabled and then checking the mines enabled at start like Polygyros? If the mines are still absent I can only think of maybe verifying your game files or making sure that any leftover files from other mods aren't active; even then, I don't know how that would explain it being triggered by this mod.
I'll triple-check to make sure that the workshop version is the same as the version I uploaded in case something's gone wrong on the workshop's end.
If you're willing though, removing the requirements from the "common/buildings/00_special_buildings.txt" isn't too hard. Open that file from whatever mod you want to alter in Notepad++ or something similar, and look for the segments that begin with "is_enabled=". Delete those and it should do the same job, though you'll have to redo it whenever the mod updates.
Yes, it should do now.
@SerratedPaper
Sorry, I must have entirely forgotten to respond; I believe (though may be wrong) that "Res Publica" may alter the relevant file too regarding the Doge's Palace, which would make them incompatible.
Awesome mod btw ^^