I have confirmed a few things with and without the in-game mod installed:
a) The OGRE (not orc, not orge just OGRE for all you posters who can't spell it properly it is pronounced Oh-Grrr not Or-Gy or Or-K) can't be subdued but doesn't say so at any point, it just won't let you use subdue attacks on him. (This is targeted at all the posters who can't spell ogre not
Doorknob22 but the information attached may make his life easier if he alters the combat breakdown to include a note saying "some enemies simply can't be subdued" or "This enemy can't be subdued" or at least "unavailable" in the combat rock/paper/scissors subdue section and black the colors out or something.)
b) Mustering 60+ troops had no effect on Parlay with Angilia (send all troops to garrison until I had 35 in garrison, returned all troops from garrison by turn 13). Attacking with my 65 troops against her remaining 20 troops after I destroyed the temple still led to combat and a duel. Muster (mus·ter, verb) - assemble (troops), especially for inspection or in preparation for battle, If the offer is "we will submit when you can have 60/60 troops" means you have to clarify that instead of using the word muster or else the event is broken since the maximum troops is /30 before you conquer her kingdom and only /50 afterwards. (This may have been mentioned previously I am just clarifying)
c) Leaving the city details open when you go see Angilia after you capture her then causes it to only be visible by visiting her again wherever you stored her (haven't put her in prison so I am not sure what would happen there). To fix this just visit her and close it. (This is a bug which is fixable by the players but m9ight be corrected by forcing all open windows to close before leaving the map from within the program)
d) The scroll shows nothing after you capture Oryeonguk, perhaps you could instead add "Talk to former high priestess" then after she tells you her requirements (if you don't imprison her permanently) put a list of her requirements then finally a "no active quests". (As a suggestion)
e) Using "Force Yield" drops obedience by 5 and produces possible troops and/or gold. Here is my test of obedience
Turn 0 - Start = troops 10/10, gold 10/10, obedience 100, morale 20 , garrison 0. Oryeonguk = parley, force yield troops 6 gold 6, transfer 3x (15 troops), end turn with troops 1, gold 16, obedience 95, morale 20 , garrison 0
Turn 1 - growth troops 0 gold 0 + force yield troops 6 gold 6, Transfer 1x (5 troops), = troops 2, gold 22, obedience 90, morale 20 , garrison 0
Turn 2 - growth troops 0 gold 0, transfer 0x (0 troops) = troops 2, gold 22, obedience 90, morale 20 , garrison 15
Turn 3 - growth troops 0 gold 0, transfer 0x (0 troops) = troops 2, gold 22, obedience 90, morale 20 , garrison 20
Turn 4 - growth troops 0 gold 0, transfer 0x (0 troops) = troops 2, gold 22, obedience 90, morale 20 , garrison 20
Turn 5 - growth troops 0 gold 0, transfer 0x (0 troops) = troops 2, gold 22, obedience 90, morale 20 , garrison 20
Turn 6 - growth troops 0 gold 0, transfer 0x (0 troops) = troops 2, gold 22, obedience 90, morale 20 , garrison 20
Turn 7 - growth troops 0 gold 0, transfer 0x (0 troops) = troops 2, gold 22, obedience 90, morale 20 , garrison 20
Turn 8 - growth troops 0 gold 0, transfer 0x (0 troops) = troops 2, gold 22, obedience 90, morale 20 , garrison 20
Using my 30 troops (my 45 returning troops never showed up) I recaptured the city only to be immediately informed I had to raise my Obedience to 94 then the option to garrison was gone.
Turn 9 - growth troops 27 gold 7, transfer 5x (25 troops) = troops 4, gold 29, obedience 90, morale 20 , garrison 20
Turn 10 - growth troops 0 gold 0, transfer 0x (0 troops) = troops 4, gold 29, obedience 90, morale 20 , garrison 20
Turn 11 - growth troops 0 gold 0, transfer 0x (0 troops) = troops 4, gold 29, obedience 90, morale 20 , garrison 45
Turn 12 - growth troops 0 gold 0, transfer 0x (0 troops) = troops 4, gold 29, obedience 90, morale 20 , garrison 45
Turn 13 - growth troops 0 gold 0, transfer 0x (0 troops) = troops 4, gold 29, obedience 90, morale 20 , garrison 45
Turn 14 - growth troops 0 gold 0, transfer 0x (0 troops) = troops 4, gold 29, obedience 90, morale 20 , garrison 45
Turn 15 - growth troops 0 gold 0, return 9x (0 troops) = troops 4, gold 29, obedience 90, morale 20 , garrison 0
*****BANG***** If obedience doesn't go above 94 the people will rebel
Turn 16 to 20 nothing - City rebels (this was never supposed to be possible with the guy who gives you control of his kingdom having so much loyalty)
If I have misunderstood what the garrisons effects are and they don't change the number but simply modify it (meaning you need 100 troops in garrison to counteract o loyalty then you need to change the wording when you garrison to something like "Force counteracts lost loyalty" or some even clearer statement (I never lost my home fiefdom before the update from 1.16 to 1.19). This game just became a grind process since obedience never seems to rise and gold only appears once every 6 to 9 rounds (and troops don't replenish as often as they did before).