I would like to follow up on the synchronization bug of Kingdom of Castile (Knights Templar Castle Age Commandery).
Bug description recap:
In custom game lobbies (1 human + multiple AI, 4v4 matches), after selecting Kingdom of Castile upon advancing to Castle Age, only the first loaded sacred site generates the attack aura and passive regeneration. All other captured sacred sites grant gold income normally, but no aura buffs apply. This bug does NOT occur in pure single-player skirmish mode.
The root cause appears to be a timing race condition: the aura script only attaches buff components to sacred sites already loaded when picking the Commandery. Sites captured later cannot receive the aura.
Request 1: Please prioritize fixing this timing synchronization bug, preserving the original design intent — multiple sacred sites should each provide their own aura zones. Many players who enjoy custom AI matches are heavily affected.
Alternative proposal (if engineers confirm this sync bug will remain unfixable for a long time):
Consider evaluating minor mechanic adjustments to bypass the timing issue, instead of leaving the passive unreliable. Current Castle Age commandery choices: Kingdom of Castile, Genoa, Anjou. This bug severely reduces the viability of Kingdom of Castile in custom games.
Note: Teutonic Order Commandery is Imperial Age only, not available in Castle Age. I hope this information helps the dev team understand player experience.
Many thanks.