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Yavalanche

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One line summary of your issue
Cultural Buildings (Elephant Pens) not destroyed after county's culture flipped

Game Version
2.8.3.3

What expansions do you have installed?
All of the above

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Doing the White Hun achievement, so I started as the the Count of Mohadavasaka in 769. After conquering most of the Gujurat kingdom, I relocated my capital to Ujjayini. At the time, I was able to build Elephant Pens as the county was Indo-Aryan. However, eventually the culture flipped to Saka (Iranian) and then Elephant Pens were disabled but not destroyed.

I was able to build Riding Grounds but I only receive the Light and Heavy Cavalry troops, as the Special Units slot still thinks I have Elephants (but totals 0).

Steps to reproduce the issue.
I don't have Jade Dragon, Conclave or Sunset Invasion enabled. I'm not sure how to reproduce this exactly, but honestly I originally suspected it was a mixup between Iranian and Indo-Aryan cultures being similar but part of two different groups. Or maybe the fix to retain the old buildings when the ruler changes culture dug it's teeth in when the county's culture flipped and didn't let it. Anyway. Thanks for looking at this.

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Dracko81

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This is a feature, you can now have multiple cultural buildings. However only one can be active at a time, which is why you have a total of 0 elephants. If the culture switches back you don't need to rebuild the cultural building and can then recruit the elephants again.
 

Yavalanche

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If that's the case, why isn't my Riding Grounds fully active instead of the Elephant Pen?

Currently: both the Elephant Pen AND the Riding Grounds are active. (Riding Grounds providing me with Light and Heavy Cavs, E. Pen providing me with Elephants, even if they are 0).
Expected: Elephant Pen is fully disabled and the levy populates with our new cultural building's special unit, Horse Archers .

I believe I understand the design of the feature, (not destroying them, but having multiple) but I am clearly having a serious gameplay issue with its implementation in this case.

Do you see the issue?
 

Dracko81

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So what you mean is that since there are multiple cultural holdings with special units there is a conflict resulting in no special units from recruiting. That is a bug and I tested and verified it was the case, your opening post however is a little unclear on the issue.

On a side note though, if you change your main holding in the province to another castle for a month the additional cultural building will be destroyed and you can switch it back after a month. You should note though that you do need to wait, switching it will not show it on the list, but it is still there. This will result in the building being gone forever though unless you switch culture and rebuild it, in which case you'll probably find the same issue again.
 

Yavalanche

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So what you mean is that since there are multiple cultural holdings with special units there is a conflict resulting in no special units from recruiting. That is a bug and I tested and verified it was the case, your opening post however is a little unclear on the issue.

On a side note though, if you change your main holding in the province to another castle for a month the additional cultural building will be destroyed and you can switch it back after a month. You should note though that you do need to wait, switching it will not show it on the list, but it is still there. This will result in the building being gone forever though unless you switch culture and rebuild it, in which case you'll probably find the same issue again.

Thank you for verifying the issue. Yes, my original post was a little unclear - I had read some older forum posts, that handled the culture flip differently than the current implementation. And I focused on the the old CBs not getting destroyed instead of highlighting the Special Units conflicting and so unable to recruit.

Thanks again for looking at this. And for the solution of rotating the main holding.