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"However, at the same time, those units don't get a single bonuses from the faction, from technology or Lord's traits. They are the vanilla of the overhaul (or not overhaul)."
So, no.
Yes, you are right. In my language, it's additionnels, with 2 "n" so take it as me speaking like a NIGHTS OF ZE REALM, FOR ZE LADY.
It makes sense, since I tied most of the abilities to landmarks or settlements. Meaning that if you played a co-op with you and your friend both playing 1 faction, only one of you will have access to most abilities. Only Horde factions will not suffer the same fate, since it is tied to horde buildings.
Thanks for the help and the Discord link. Cataph helped me and now my idea works. By default I wanted for this ability to only be present in your own territory, but after I do every races, I may go back with your idea and have 1 unit factionwide and 2 units in own region.
https://discord.gg/RNDSVfM
That's the main issue I am currently facing. I am no expert to modding, but there is a table in "building_effect_junction" that has the "effect_scope". This decide where the ability will be used or what it will affect. When it's to affect factionwide or provincewide, I am able. However, I tried many combinations to affect only the territory you own but I failed. Like, the "Defenders of Yn Edri Eternos" was supposed to be only defensive, as it should be, and not global. Until, I find the right way to do it, it will make this mod more OP than it should (similar to my other mod where the "Obstrutate Defense" only affects the local armies, but I want it for the entire territory).
Not sure if it is worth it to give them several uses of these abilities, specially treemen, but I haven't tested it yet balancewise. Is it possible to give the high amount of summons if you are inside the Athel Loren area, and only 1 unit of each if outside?