LoR and LoR light use different Civilizations infos, the only difference between the two is the Artstyles. Now LoR (full) uses a custom CityLSystem file that defines the city buildings so the city structures work fine. However in LoR (full) without blue marble it doesn't have a custom PlotLSystem, so it uses BtS's, BtS's doesn't reference the new types, like Cresent, etc. so it simply doesn't place anything. But here is the problem, pulling all that custom art on the terrains is going to be too system demanding, so it's not a good idea to just plop in blue marble's PlotLSystem. In fact the added city styles are cool, but seem more suited to a graphic enhancement pack. So my idea is to Create a Custom CityLSystem, PlotLSystem, and CivilizationsInfos file for each level of LoR (actually light will just use BtS's CityL and PlotL), where full will use default + the Native and African artstyle types. Then if blue Marble is selected (probably need to rename this to just Expanded Graphix or something) all the artstyles will be added. I'm talking city art here too, not unit art, which works fine as is. Anyway GlobalTypes doesn't apply here at all, they all use the same, where all global types are defined, to maintain save game. I don't know how to better explain what is going on. Here is the best summation I can get. In LoR light, the engine references the civilization, let's use Babylon, everything in it is default (ARTSTYLE_MIDDLE_EAST), it looks up ARTSTYLE_MIDDLE_EAST in global types, finds it so it can continue, then it wants to render city art, it can't find a custom CityLSystem file so it reads BtS's, and places the city art, same for the PlotLSystem. Now when we move on to full, same thing happens, except instead of ARSTYLE_MIDDLE_EAST, it see ARTSTYLE_CRESENT, which agan exists in globaltypes, so that's fine; then when it wants to render the models for the city art, it looks and finds a custom CityLSystem, and finds everything it needs and references everything and renders them fine. The problem occurs when it looks for the PlotLSystem, it doesn't find one, so it reads BtS's PlotL, but it never sees any instances of ARTSTYLE_CRESENT (except when it finds ARTSTYLE_ALL), so it only renders models for objects that are defined with ARTSTYLE_ALL, which doesn't seem to include cottages after the classical era. When the blue marble add on is installed, it does find a custom PlotLSystem file, and so renders the ARTSTYLE_CRESENT models without issue. This is the problem it has nothing to do with globaltypes.xml, as every artstyle LoR uses is in there, and all versions use the same file in order to maintain save game compatibility.