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They could be modded to a fixed number of turns, but that is not the philosophy of the mod.
@Drusk, could you maybe consider adding cult buildings too? I'd do it myself but I'm not sure what the key for "cult" buildings are, for example The Deceivers
Thank you for your kind reply.
Anyway, these minor bugs are no problem to enjoy the mod, so I don't think there's any rush to fix them.
To explain, my mod uses the game's construction time multiplier, as well as a construction time multiplier specific to horde buildings (ships, ogre camps, ..).
I doubt there is any multiplier specific to the outpost buildings, at best there might be a flat modifier, similar to Nurgle's cyclic buildings.
I may verify my theory in the future, but it seems too little of an issue for me to bother right now.
As for why it doesn't apply to converting a building.. i don't know, some things in how this game is made are just weird. My guess is the whole structure it's built on is so old the devs have to use so many workarounds it's all a big mess lol.
In any case, thank you very much for reporting and investigating the issue !
I will add a note in the mod description.