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I admit that I had such an idea for the building to change its location - that’s how it worked in the early versions. On the mechanical side, the hut was simply removed from one place and added in another. It "moved" ;)
However, I quickly discovered that the previous locations left slots that could be used to rebuild the hut. Special slots cannot be removed (or at least I didn’t figure out how to do it). So, this functionality was disabled to prevent the world from being flooded by a wave of Baba Yagas huts ;)
And "has_dark_temple_trigger = no" by "has_mage_academy_trigger = no"
I have modified the code above so that it places two places of power in your realm - if there is room for it. GL.
I don't rule out that the issue might also be caused by the Medieval Arts mod, which adds special buildings, and because of this, the building in the capital is not being considered.
Replace "any_county_province = { has_special_building_slot = no }" -> "title_province = { has_special_building_slot = no }" in both places, this will be more correct.
If this does not help, you can also experiment with the position parameters, change 0->1 and 1->2, etc.
I had considered adjusting position before, but that wouldn't be a universal solution. I still wanted to find something that would work for all playthroughs without needing to tweak it every time. And now I'm satisfied with it))