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1. You add F to 495, which you have commented as "rune of fire" but it's The Whirlwind of Cyclon (RoF is 459)
2. Site 825 is changed twice; the second change for oath stone should be pointed at 835
3. The mod inspector doesn't like the `#summon2` for Inkpot End, The Ward, or Stele of Law, but I haven't encountered these in a game to know if it's working or not.
4. The mod inspector also doesn't like the #wallunit or #wallmult for Gateward Valley or Caveman Cavern. Presumably they're okay in game.
5. Tower of the Moon is a N site but you added S. Not sure if intentional, but thought I might as well mention it.
6. It looks like 936 Hoburg Settlement already has commander 1198, so mod inspector thinks there are two of them
7. The Marble Temple seems to not recognize the `#unit` command (should it be `#mon`?)
I have started two more new games and they each have prolific Monasteries. :)
Will have to unload some other mods and see what I can find.
Does this change site generation frequency? In my first game I have 8 Monasteries of Light within about 40 provinces explored. I also have zero sites to recruit amphibians, which are normally somewhat common on coastal terrain.