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Do you know why this csv file do that? 😅
Btw, thx you so much for this wonderful mod ❤️
Steam appears to add "amp;" after the &.
The address for the Strategiezone modding forum though works :
https://www.strategie-zone.de/forum/viewforum.php?f=773
Here's a couple image showing what I mean. The first image is clearly the vanilla Calvary retinue. The second image is clearly the Flogi's second tier Calvary retinue. This is from the same game.
https://imgur.com/a/zPsX3rf
Game Rules are
Map Selection: Vanilla
Retinue Options: Flogi's Mod Retinue
Additional Laws: Flogi's Mod Laws
Additional Economy Decisions: Flogi's Mod Decisions
Revolt System: Activated
Latest version of the game, all DLC enabled, only this mod enabled.
As for the special marshal dependent capital buildings, they do provide the bonus that if you have a marshal of that certain culture you can recruit special those special troops, for example berserkers for your retinue.
The first level of cultural Training Grounds buildings (eg Berserker Training Grounds) don't give any bonuses (aside from tech points) on the build menu screen. This appears to be intentional design because it is consistent across the cultural buildings, but looks like a bug from a user perspective because buildings usually have bonuses.
Cav_1, the first normal Calvary unit is the vanilla unit instead of the modded unit. It shows up as 400/100 for 145g in the Retinues menu, but you only get 200/50 for 73g. Most importantly it retains the vanilla +20% Calvary modifier.
To confirm that it's not a mod conflict I booted up the game with only this mod active and the 'problem' persisted. All other Retinues I've checked were the proper modded Retinues.
The problem is they check all holdings, not just their own, for whether the building exists.
Fixing it requires replacing:
has_building = ha_geb_*********
with:
FROMFROM = { has_building = ha_geb_********* }
in the potential blocks for each building.