Main menu says: v1.9.0 Build, 15159.1980615 (modded) -- the mod ought to be purely visual, not relevant.
Issue: Hexoatl race, lord is stuck in recruit/encamp stance, cannot change stance, cannot move. Nothing is being recruited.
The chain of events as I remember them:
- A rebel army spawns in a "red climate" region I own (playing Hexoatl). Sieges the province capital.
- I move a lord just slightly but definitely inside the besieged region, and (optimistically) start recruiting some units (2 turns to complete, up from 1, due to red climate), using 4 of the total 4 local recruitment pool slots.
- Rebel army finishes building whatever siege equipment they want, and captures the city. This happened on the click of "End Turn" where the local unit recruitment would have finished.
- My lord is now stuck in recruiting/encamp-recruiting stance. I do own the other town in the province, but my lord is clearly inside the enemy-held region. No units are being recruited. I have 3 recruited units in the army (though I'm pretty sure I was recruiting 4 simultaneously -- that is what the turn 107 file indicates, and the max number of local recruitment slots, and how much money I had to spare for this). The "local recruitment" tab is disabled. The "global recruitment" tab is available and I can queue and remove things normally, but this does not un-stuck my lord. I can disband the 3 recruited units leaving the lord, but the lord is still stuck.
I've attached save turn-109 where the rebel army captured the region and my lord became stuck. And the previous available save, turn-107, where the rebel army had started a siege, where I have already moved my Lord forward to the turn-109 position in the soon-to-be-captured region (having not realized until too late that the +1-turn recruitment penalty would apply) and started recruiting 4-of-4 local recruitment of basic Skink units.
(Side note: preserving the past few turns of automatic saves would mean I'd have a turn-108 file that I could upload.)