Forword this theart is indeed for ideas.
If have one write the down.
If have an idea how it could work write down the codes too.


Because i got finalie a working pc i can play this mod again without waiting for hours for the game to load
i did test a few things
first are the keaton the guild building at lv.1 can be built in all cities the lv.2 can exist once per faction and the lv.3 is uniqe there canīt be a second of it
that mean the "keaton marksman" and "keaton sabotuer" only recuitet at one point in the world so i would sugest this
Code:
building guild_npckeaton_guild
{
    levels npckeaton_guild m_npckeaton_guild gm_npckeaton_guild 
    {
        npckeaton_guild requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, } 
        {
            capability
            {
                agent merchant  1  requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
                recruit_pool "NPC Keaton Highwaymen" 1   0.1   1  0 requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
        recruit_pool "NPC Keaton Marksmen" 0   0.05   0.5  0 requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
                recruit_pool "NPC Keaton Saboteur" 0   0.05   0.5  0 requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
                trade_base_income_bonus bonus 1
            }
            material wooden
            construction  1 
            cost  1000 
            settlement_min village
            upgrades
            {
                m_npckeaton_guild
            }
        }
        m_npckeaton_guild requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
        {
            capability
            {
                agent merchant  1  requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
                recruit_pool "NPC Keaton Highwaymen" 1   0.1   1  0 requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
        recruit_pool "NPC Keaton Marksmen" 1   0.1   1  0 requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
                trade_base_income_bonus bonus 2
            }
    faction_capability
        {
        recruit_pool "NPC Keaton Marksmen" 0   0   0.5  0 requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
                recruit_pool "NPC Keaton Saboteur" 0   0   0.5  0 requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
        }
            material wooden
            construction  1 
            cost  2000 
            settlement_min village
            upgrades
            {
                gm_npckeaton_guild
            }
        }
        gm_npckeaton_guild requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
        {
            capability
            {
                agent merchant  1  requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
                recruit_pool "NPC Keaton Highwaymen" 1   0.1   1  0 requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
                recruit_pool "NPC Keaton Marksmen" 1   0.1   1  0 requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
                recruit_pool "NPC Keaton Saboteur" 1   0.05   1  0 requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
               trade_base_income_bonus bonus 3
            }
    faction_capability
        {
        recruit_pool "NPC Keaton Marksmen" 0   0   0.5  0 requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
                recruit_pool "NPC Keaton Saboteur" 0   0   0.5  0 requires factions { northern_european, middle_eastern, barbari_european, vreek, southern_european, mesoamerican, darknutish, }
        }
            material wooden
            construction  1 
            cost  3000 
            settlement_min village
            upgrades
            {
            }
        }
    }
    plugins 
    {
    }
}
with this it would be possible to train high level keaton units at slow place in lower level guilds if you get a high level guild built

second idea
destroy able uniqe buildings
at the monent there serveral unused building upgrades and not all building have all upgrades used
this could be used to add more bonus to the map for example
giving the gerudo an existing building in their capital that does not requier the stables to recuit horse so there do not get overun so fast.
giving the lizafos a 4level not build able warhuts in there capital that lets them build both typs of units
or antic hylian barracks were factions can train highlevel unit if there capture it
with damged and repaird status simliar to the black tower in labrynna
example
Code:
building ger_outpost
{
    levels ger_armypost ger_armypost_horse ger_armypost_palace ; keeping levels in case needed in the future
    {
        ger_armypost requires factions { gerudo, stalfos, wizzrobe, slave, } and building_present_min_level hinterland_issettlement issettlement_3
        {
            capability
            {
                    recruit_pool "Marauders"  1   0.5   1  0  requires factions { gerudo, }    
            recruit_pool "Mounted Marauders"  1   0.5   1  0  requires factions { gerudo, }    and building_present ranch
            recruit_pool "Bronze Knuckle"  1   0.3   1  0  requires factions { gerudo, } and building_present uniquegerudo    
            recruit_pool "Iron Knuckle"  1   0.3   1  0  requires factions { gerudo, } and building_present temple_goddesses_statue
            recruit_pool "Stalfos Gerudo"  0   0.3   1  0  requires factions { stalfos, } and event_counter stalfos_bodiesb 1
            recruit_pool "Crystal Golem"  1   0.2   1  0  requires factions { wizzrobe, }
                ;law_bonus bonus 2 requires building_factions { gerudo, } and factions { all, }        
            }
            material wooden
            construction  4 
            cost  3500 
            settlement_min village
            upgrades
            {
            ger_armypost_horse
            ger_armypost_palace
            }
        }        
        ger_armypost_horse requires factions { slave, } and building_present_min_level hinterland_issettlement issettlement_3
        {
            capability
            {
                    recruit_pool "Marauders"  1   0.5   1  0  requires factions { gerudo, }    
            recruit_pool "Mounted Marauders"  1   0.5   1  0  requires factions { gerudo, }; no stables requierd
            recruit_pool "Bronze Knuckle"  1   0.3   1  0  requires factions { gerudo, } and building_present uniquegerudo    
             recruit_pool "Iron Knuckle"  1   0.3   1  0  requires factions {  gerudo, } and building_present temple_goddesses_statue
            recruit_pool "Stalfos Gerudo"  0   0.3   1  0  requires factions { stalfos, } and event_counter stalfos_bodiesb 1
            recruit_pool "Crystal Golem"  1   0.2   1  0  requires factions { wizzrobe, }
                ;law_bonus bonus 2 requires building_factions { gerudo, } and factions { all, }                   
            }
            material wooden
            construction  2 
            cost  1500 
            settlement_min village
            upgrades
            {
            }
        }
        ger_armypost_palace requires factions { slave, } and building_present_min_level hinterland_issettlement issettlement_4
        {
            capability
            {
                    recruit_pool "Marauders"  1   0.5   1  0  requires factions { gerudo, }    
            recruit_pool "Mounted Marauders"  1   0.5   1  0  requires factions { gerudo, }    and building_present ranch
            recruit_pool "Bronze Knuckle"  1   0.3   1  0  requires factions { gerudo, } ;no trainigs ground requeird  
             recruit_pool "Iron Knuckle"  1   0.3   1  0  requires factions {  gerudo, } and building_present temple_goddesses_statue
            recruit_pool "Stalfos Gerudo"  0   0.3   1  0  requires factions { stalfos, } and event_counter stalfos_bodiesb 1
            recruit_pool "Crystal Golem"  1   0.2   1  0  requires factions { wizzrobe, }
                ;law_bonus bonus 2 requires building_factions { gerudo, } and factions { all, }             
            }
            material wooden
            construction  2 
            cost  1600 
            settlement_min village
            upgrades
            {
            }
        }
    }
    plugins 
    {
    }
}
The last thing is
law_bonus bonus 2 requires building_factions { gerudo, } and factions { all, }
this bonus that is only given when that faction builds that building.
In this case its law_bonus witch all faction get but only if the gerudo built that building
but there is a graphic bug in there:
the bonus is allways displayed nomatter what faction build but, does not have an effect unless it the givin faction, you can check the settlement details and see that it doesnīt have an effect
I`am trying to fix that