Re: Creating a World - Named Forts
The save corruption will only be noticeable with a large number of named forst (in excess of 150, we had a bit more then 200).
When we realized that we stopped retiring the agent and only spawned a new character when the old one didn't exist anymore (old age, killed) - that's the instance of the CharacterExist condition I talked about.
If you do not retire the agent and the faction's AI is not frozen then the agent will move around without fail, hence it will require a 'no movement' trait (will still move a bit) and a relocation.
Simply use a slave princess 'as is' and add the movement restriction trait, follow it up with a existence check and relocation. Or use less then 30-40 named forts.