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the following civs are randomly picked. With this mod there is a 1 in 4 chance that it will be the hunting camp.
But I would expect the addition of two types of lifestock and a merchant civ to shift some values in a savegame that the editor expected to be fixed.
Do the editors work with any other mods?
It should appear the same way mining colony, lumber camp and agricultural settlement appear.
Randomly with growing kingdom value.
It might be a bit tricky, however. I wish pastures could be set underground.
But they are also meant as a late game challange given their high cost for purchase and food.