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I have plans to eventually cover every region of the map, no worries : )
I just released the 3.4.4 "Afghan" patch!
It adds a new unique city model of Ghazni, as well as three other monuments in or surrounding the region of Afghanistan. It is the last patch of the 3.4 season, so the next update is going to focus primarily on another area, and be quite large. Join the Discord if you'd be interested in finding out more : )
As always the update is save-game compatible, though you will need to add two of the new monuments through the console.
Have fun!
I'm afraid there's not a proper list of all the special buildings, the best place I'd look at is the MA_scripted_effects file to see which baronies are modified.
Regarding the special_building_locators.txt file, unfortunately due to limitations in the game engine there can only ever be one of those files, meaning that every mod shares that same specific list of locators and they all overwrite the base game's and each others'. In this mod's case, it is identical to the base game one except for each of the provinces that have received a new 3D model.
I'm not sure how to help in this case, what I'd suggest is to quickly compare the locators file in the base game or in your mod to Medieval Arts' in order to rapidly find the differences, and then move them from there. There are also a few monuments as well as all of the unique cities that instead use their own locators, they are independent map objects. They should be much easier to compatch.
What I mainly wanted to clarify is whether your mod also includes any special buildings that make use of the generic special building locators, that is, those that rely on the coordinates defined in the vanilla special_building_locators.txt.
Recently, I have received a lot of feedback from users asking whether I could release a version compatible with your mod.
May I kindly ask if there is any place where I can find information on which locations your mod adds special buildings to? This would greatly help me in creating a compatibility patch.
There is no dynamic sprawl mechanic in Medieval Arts, but I hand-design unique models for a few cities, and intend to make more : )