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those are some good idea's maggot though i'd rather not sour my relations with bretonnia as it's kinda on a thread at the moment but it might be the way to go.
"perhaps you're personally undervaluing them?" your probably right on that my biggest issue with them is not that their necessarily bad its just not needed for my situation, for my kings glade i'd rather have couple extra spear's or archer's in the tight space than the yeoman to fight them pesky vermin rats and wretched gobo's I can't seem to do much dmg with the yeoman against their armour before leadership tanks on them.
anyways thankyou both for the massive help greatly appreciated learned a fair bit from this.
As to mods/methods of removing Outposts... Not aware of any mods that do this directly, but there are some that could influence it like region trading, if that still works. Trade the settlement to an ally, and buy it back after the Outpost is established elsewhere. Or could abandon and rebuild, break the alliance, simply trying a reload of the turn the Outpost started building might work too(tho iirc you only get one potential re-roll of AI choices out of this). 🤷♂️
Alternatively, I have an Outpost mod that increases the number of units provided, providing better units. That should push out lesser units (but it doesn't change the weights so it might not push out the units you want).
currently playing wood elf's and my garrison is being overtaken by some shitty Mounted Yeomen lol