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This cannot be achieved through game settings. The locations of places of power are random (although Yaga's hut will always be in the same region).
You can modify mod files or create your own submod that will add the decision to generate places of power in your territory. This topic has been discussed here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2837844350/4298195945339113091/
You can unlock special projects during magical research, with the best chance coming from writing a magical elaboration. Sometimes a project can also be unlocked through a random event, and some may unlock automatically when conditions are met.
However, magical research is usually the source of projects.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2837844350/4353368163571187925/
You mean the decision to hunt (activity is a bit of a misleading term ;p)
Hunters do not have a very complex gameplay loop. Everything they have at their disposal is described in their trait. This mainly includes the decision to hunt, the witch trial, and the interaction to stop the witch.
The mod is designed with playing as a witch in mind, and hunters are more of a side element.
The seventh camp purpose should be displayed along with the others. If this is not the case, it means that you are using another mod that somehow affects the camps. You can try changing the loading order of the mods, which may solve the problem, although there is no guarantee that everything will work properly.
@xiChann
That was exactly the plan :>