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PLEASE let me know if everything is working so I can move this code to the main mod soon.
Update: Removed Wood Elf Trade goods / income structure antisynergy, as it makes no sense for their faction.
Added exception for Bretonnian farms as they are income, not growth as intended under the rule set No_Farms_In_Regions_Where_Pastures_Exist, set it to new synergy level "cai_cs_synergy_level_very_high_override."
Set farm antisynergy level under the same rule set to cai_cs_negative_level_very_high
Added target building type (industry) under the rule set No_Industry_Buildings_Where_Trade_Goods_Built_Exception_Pastures as the rule set was doing nothing. Set antisynergy level to very high to counter very high positive synergy in main mod's T2 Prioritize Income industry rule set.
Reduced building values for trade goods under cai_construction_system_building_values_tables as we have synergy rules that should build them, now.
Load order actually does nothing for non-graphical submods (except avoid crashes, depending on what is in the mod and the submod). There are a few modders out there who don't know that yet who will tell you to adjust load priority for their mods to make their changes priority over another mod, but it does nothing outside of graphics/art/assets. If you see people suggesting that, tell them to slap a few !! marks on their table names. Works like a charm.
I can't do art, which is the only time I'd want a submod loading first. I really suck at art, hah.