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With MCT enabled and choosing historical before starting the game, then everything seems to be ok including the numbers in your army, then you have to recruit 2 more units (any type of unit).
One turn later, so 5th and 6th appear, it seems that 3rd and 4th were lost. It is possible that other factions caused this from the beginning.
This has to do with the function
function rename_all_forces_at_new_game()
With the historical method, it is possible that other factions have taken the number 3rd and 4th.
(three checkboxes that units could be renamed, either COMMON, SPECIAL or RARE, check all three and then all units will be renamed, or whatever combination users prefer)
sorry the spam, i cant post more than 1000 characters and english is not my main language.
cheers for all your incredible work
What if instead of having the option to mark units to not rename them based on cost (something that might be a bit arbitrary, as an empire greatsword might cost 200 gold more than a skaven tier equivalent, just to bring an example ), instead, they are labeled according to "rarity", either BASIC (aka common units) SPECIAL or RARE, like in this mod, CAPS table tops:
https://steamproxy.net/sharedfiles/filedetails/?id=2812165190&tscn=1691389118
It would be great to have the option to rename BASIC units (common/green jewel tag) as they are usually generic, but special units (silver dots) tend to be special enough to have a name of their own/ distinguished associate with them. , RARE units (purple jewel) tend to be quite rare (steam tanks there are like a dozen or more in total according to lore) or straight up ROR units with a unique history and related background.