Thanks to wholesale taking of scripts from the OC, I now have the basics of a OC style stronghold. I'm also abstracting the stronghold terms and re-commenting the scripts so others will be able to make their own strongholds when I'm done.
The architect (Veedle in the OC) can upgrade buildings.
The architect can upgrade roads/towers ala the OC.
Interior upgrades: in the OC you can have Veedle open up some areas by destroying placeables. This was surprisingly difficult to adapt the OC scripting for, since the scripting was almost entirely driven OC event checking.
Majordomo to give you updates on your lands: this was simply a matter of copying over a script from the OC. The script handles the display of the status items like number of merchants/soldiers,/civility/road status etc
Armorer/Weaponmaker: removed the ore checks, now you pay gold. You could reimplement a secondary resource check if you wanted.
soldiers: the abstracted Greycloaks. They can recruit more troops and be sent on road/land guard duties. Special missions are event/sargent driven in the OC, I've not implemented them yet.
The OC uses multiple interiors for the same building, jumping you to the relevant waypoint depending on whether you've built the church or the monastery for instance. Even with the same scripts, this is not working. The scripts for this are on the door, they are just not returning info and unlocking the door. (I tagged the waypoints and door the same as the OC just in case.)
Secondary upgrade: the architect can upgrade a building further ruined church -> church -> upgraded church. The OC only does one upgrade. The second level upgrade isn't working yet. Odd because the multi-level upgrades of the towers/roads work fine, but maybe they work because those are "invisible", at a given upgrade level there is a building or not, no "upgrade" buildings.
Not attempted yet:
Sargents: such as Bevil and Light of Heavens.
Special troop missions ala the OC.
What I've learned:
If you're going to "build" buildings , the area it's being placed needs to be unwalkable before the building is placed. Otherwise you can walk right through the building (the area already has marked that area as walkable. Basically unless most of the building is hidden in a cliff or otherwise unwalkable area, you can only upgrade with a building of the same footprint. So no guard tower -> Crossroad Keep upgrading.
edit: more stuff is working now, so I've edited as appropriate.