I also prefer editing by hand.
As for how to achieve what you are looking for:
You want to be editing 2 files:
export_descr_buildings.txt (needs to be unpacked)
descr_regions.txt
In the regions file, you want to create 2 new resources: scot and outremer which you add to any region to which it applies in that file. If a given region does not have any resource (listed as "none") delete "none" and put the resource name there instead.
Now, in the buildings file you want to declare both resources at the top (where the other resources are declared).
Then you want to look at the various buildings, which should be obvious.
Say you want to add Galloglaich to english armoury.
Code:
recruit_pool "Heavy Billmen" 1 0.7 6 0 requires factions { england, }
Duplicate that line of code and modify it to
Code:
recruit_pool "Galloglaich Mercs" 1 0.7 6 0 requires factions { england, } and hidden_resource scot
You can do the same basically for the other units you want to make recruitable, keeping that format in mind.
I do not quite remember whether you also need to add ownership lines to the export_descr_unit file or not, but I would doubt it since you are only adding mercenaries to the recruitable units. You do need that file to enter the type of the unit though (which is its internal name, i.e. Galloglaich Mercs)
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