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Some mechanics are universal some are not. The supply changes I made effect the buildings in a race, so you can remove the bonus effects from the ai by deleting the added bonuses to the buildings for races your not going to play. I.E if you playing the Empire you can delete the garrison buildings for skaven, vampires, orcs, etc... and the ai wont be able to use the modded bonuses.
Also I would have thought that siege mechanics were programmed universally, seems like an odd choice for CA to only make race specific settings there. Then again I don't work in that field so I wouldn't know better.
Also I just read recently that you also can't mod audio, e.g. sound cues of characters or narration for cut scenes as of now. One would assume this to be a quite simple mod, like changing the audio file only but apparently that's not possible for some reason. Progamming really is weird sometimes.
There are a couple of things you can do to mess with the AI tower placement though. They can only put them down during the battle prep phase so what you can do to trick them is: Hide your army with only 1-2 units visible on the opposite side, the side you wont be attacking, so they build the towers near that one unit only. Sometimes if you deploy your army as far back as possible, on the map borders, the ai will only build barricades. You can also bring some artillery to blow it up, or flying units are good at taking them out.
But I do see the AI building more garrisons aswell.
So like the OG total War sieges.
There is also already a mod that increases the AI's willingness to attack when besieging, I believe it gives them force multipliers when besiegeing so that the ai thinks it will win and will attack. I've used it and i think it works pretty well. Try this if you dont want to wait too long for the enemy to attack your towns. between 100% siege attrition and aggressive ai it should fix your problem.
https://steamcommunity.com/sharedfiles/filedetails/?id=2848282302&searchtext=ai+siege
the cathay stuff seems like another funny glitch. I just tested it with skrag without my mod to be sure, and its just the base game. Also, the mod can be loaded/unloaded mid game, so if you ever want to see if something is the mod, just save, exit, turn off mod, and reload to see if anything changes, then you can exit and turn it back on when ever you want.
I've got an issue playing as Skrag, took fort soll, there is no garrison in the fort until T4, and at T4/T5 the garrison is 2 celestial dragon guard and a winged lancer. I think it's coming for your mod as it's the only one affecting garrison building but can't be sure.
not sure if you're aware but It seems that the 68 min cooldown is also applying to lord abilities with cooldowns (not spells however) things like stand ground, deadly onslaught etc.
could be an issue on my end tho
https://docs.google.com/spreadsheets/d/1vQJE-U5LJD1YpXvsBO40VaKw3wev7tfzZOQLq8G93cw/edit?usp=sharing