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Dol Guldur
06-30-2005, 16:37
I have just posted a new guide at:
https://forums.totalwar.org/vb/showthread.php?t=50439

This thread has been created to discuss this Guide. If you have anything to add, correct, suggest etc. then please do so. Let's make this the best source, the complete source, of "everything EDB" so that none of us need ever go searching around every forum's archives ad nauseum!

The Guide does not seek to define ways in which the information can be used, only to provide that information. So, although we might use certain aspects of it to create a ZoR system (for example) those implications and applications are beyond the scope of this Guide. This file provides only the raw data.

Your input is much appreciated and anticipated.

Epistolary Richard
06-30-2005, 17:15
Excellent, Dol Guldur. If you haven't already, this is another thread talking about some of the limitations of bonuses and recruitment conditionals in edh, you may want to pull the pertinent info out of that and incorporate it into your guide.
https://forums.totalwar.org/vb/showthread.php?t=43442
.

Dol Guldur
06-30-2005, 18:29
Thanks Epistolary,

Yes, I have read that one - I will think about it; problem is I seem to get conflicting results and I wonder if the patch 1.2 was installed in these tests? Core buildings certainly can have building_present_min_level requirements when I try...the only thing I don't like when you use this requirement for recruits is that the building scroll adds the building level to the end of the text for the effect.

Has anyone found a way around that? More testing needed on both these counts I think.

I will need to test negative "bonuses" as well, I've also noticed that some effects work when the word "bonus" (the second occurence) is removed and will need to work out how it alters the benefit (if it does).

Dol Guldur
06-30-2005, 18:45
Quote:
Building Blocks - Requirements

The first line states the requirements necessary to be satisfied in order for the building to be available for construction. All factions reside within the 6 hard-coded cultures, and so this particular building can be built by all factions. Any combination of factions/cultures can be listed. Both visible and hidden resources can be used as requirements as may "building_present_min_level x y" where x is the building type and y the level of that building type. This latter simply requires a certain building to be present in that settlement before the practice_field can become available for construction. The connector "and" can be used to compound requirements, for example:


But strangely enough I cannot specify individual factions (in the requirements section) and get differing descriptions/names for those buildings *within* a single culture *specifically* for buildings present at the start of the game. If you want to build them after the start of the game, it will recognize those different variations, but not for those present at the start (it also loses their graphics). Instead it shows the generic "warning" message and I get (ROMAN) listed in the tooltip. This problem can be solved by just listing the culture (instead of the individual factions) for the the 'required factions' but then that means all factions in that culture can build it. I've had this happen in multiple complexes.

I might also add that negative capabilities vary in effect. Some trade ones do work (in the negative) and some others work in that they reduce positives, but won't carry over into the negative (happiness, loyalty, etc.), but others don't appear to work in the negative at all as far as I have seen (construction cost and time ones at least).

I've taken the liberty of transferring your words to the right place :)

Did you look at the tutorial on making building names/factions specific? I did not notice the effect you bring up, but I well may have tested it under the culture and nto the faction as far as the edb building requirement line is concerned. Has anyone else noticed this? I will see if I can get time to test it and look into it soon.

Regarding your latter point - no, I cannot get negatives to work here but I guess the workaround on this is to set the actual construction times and costs as per the lowest faction/culture and then apply bonuses to all factions in possession of higher costs/buildtimes through an effect stated in all their core_buildings.

Dol Guldur.

Teleklos Archelaou
06-30-2005, 19:20
I will need to test negative "bonuses" as well, I've also noticed that some effects work when the word "bonus" (the second occurence) is removed and will need to work out how it alters the benefit (if it does).Which ones have you had success with in removing the second 'bonus'? I'd be very interested in knowing.
I *think* I've gotten negative population growth to work only as far as reducing positive population growth bonuses. But at least it's something.

Dol Guldur
06-30-2005, 19:31
I've made no tests yet on removing the stand-alone "bonus"; some time ago I know it accepted it and produced a result, but mroe recently I got an error on another effect by doing this. It seems some may accept it and others not.

Ah, more testing...

Dol Guldur
06-30-2005, 21:04
After some basic testing I've added this to the Guide...

==============

Notes on format...

Effects should be coded with a stand-alone "bonus" added before the integer even when there is a "bonus" in the effect's name itself. E.G. population_growth_bonus bonus 1. However, population_growth_bonus bonus +1 also works. Sometimes omitting the "bonus" does work but can cause problems - for example, the building scroll may not display the actual bonus (even though it works), and no negative number can be introduced because the engine looks for either an integer (not a number with a "+" or "-" before it in this case) or the word "bonus".

Negative effects...

population_growth_bonus bonus -5 displayed the expected -2.5 in the building scroll but seemed not to affect the settlement population growth indicator on the settlement scroll.

==========

Bottom line: use bonus; but it does make you wonder why it's there at all? Was there a "penalty" at one time or abandoned?

UPDATE: I meant effects with the "_bonus" element in their name take the stand-alone bonus too. I've added this to explain the other effects...


Farming_level and the armour and various weapon effects sometimes carry the stand-alone "bonus" and sometimes do not.

Trade_fleet, mine_resource, road_level, and the games, races and the four defensive effects carry no stand-alone "bonus" in the EDB file.

Encaitar
07-01-2005, 02:45
Question: what does the "building_factions { x, }" requirement do?

Dol Guldur
07-01-2005, 09:45
Armour bonus 1 or Armour 1?

After testing these two working options I conclude that...

"Armour bonus 1" is cumulative and acts as we would expect and desire it. That is, it adds 1 to the current armour of the unit (whether that be modified or unmodified armour).

"Armour 1" seems to ensure the armour attribute of the unit is 1 above the EDU stated armour but is not cumulative. But it does not reduce higher armour so it is not setting the armour variable to "1".

Thus:

armour 1 AND armour bonus 1 = 2

armour 1 AND armour 1 = 1

armour bonus 1 AND armour bonus 1 AND armour 1 = 2

Anyone got more insight on this? Here are my test results...

faction_capability / capability / = armour added to unit

armour 1 / armour bonus 1 AND armour 1 / = 2
armour 1 / armour bonus 1 / = 2
armour 1 / armour bonus 1/ = 2
armour bonus 1 / - / =1 (per building)
armour 1 / - / =1 (regardless of number of buildings)
- / armour bonus 1 / =1
- / armour 1 / =1

I'd appreciate any further tests with "bonus" anyone can get around to doing.


Encaitar,

That's a good question and I wish I knew the answer. Testing has shown that it must be used in the same format as the "factions" requirement and seems to some extent to be similar in results (though not always). I thought it might be a means for testing the culture/factional ownership of a building regardless of the current owner - would make ZoR a lot cleaner, eh? - but all my tests failed to prove this or anything: I am quite as clueless about it as when I started, other than knowing it takes the same format as "factions"!

ScionTheWorm
07-02-2005, 09:29
It looks extremely well done and with an excellent layout. Great work, I'm sure it will be very helpful

Dol Guldur
07-02-2005, 11:32
Thanks Scion,

I only wish I could work out how to print out Org posts in portrait; I always have to resort to landscape ot fit it all on the page without the words being cut off (yes, even using the print format option in the forum).

It may have something to do with code blocks, even though I turn the larger ones into quotes to stop people having to use those horrendous horizontal scrollbars.

Dol Guldur
07-18-2005, 20:49
The Complete EDB Guide has been updated to include a new Excel resource (available on request - PM me) and a link to a tutorial on adding new buildings and getting the related graphics in-game.

Visit guide at https://forums.totalwar.org/vb/showthread.php?t=50037

Dol Guldur

Monkwarrior
07-18-2005, 22:55
There are a couple of questions I'd like to explain here and, if you find them interesting, you can add to the guide. This is part of a research carried out by one of our clanmates, CeltiberoYamamoto.

- Complex conditionals for bonuses:
Bonuses, in the same way as recruitment, can be linked to conditionals, for example hidden resources. This is an example: CeltiberoYamamoto tried to stablish two different types of regions, those with potential of population growing and those without it. He put a new hidden resource called "vida" (life in Spanish ~D ) and gave this bonus:

governors_villa requires factions { barbarian, ct_carthage, eastern, parthia, egyptian, greek, roman, }
{
capability
{
population_growth_bonus bonus -2 requires not hidden_resource vida

In those regions without this hidden resource, each new level of core building has a more negative population growth bonus, making more difficult the growing.

- More complex building tree for barbarian:
There are several ways to simulate, but they must not be linked to settlement levels, as barbarian settlements cannot reach large and huge cities.
a) Upgrades without new settlement level:

building barracks_celtic
{
levels muster_field militia_barracks city_barracks army_barracks
{
muster_field requires factions { britons, }
{
capability
{
recruit "barb infantry briton" 0 requires factions { britons, }
}
construction 2
cost 600
settlement_min town
upgrades
{
militia_barracks
}
}
militia_barracks requires factions { britons, }
{
capability
{
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "warband sword briton" 0 requires factions { britons, }
}
construction 3
cost 1200
settlement_min large_town
upgrades
{
city_barracks
}
}
city_barracks requires factions { britons, }
{
capability
{
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "warband sword briton" 0 requires factions { britons, }
recruit "barb warguard briton" 0 requires factions { britons, }
}
construction 4
cost 2400
settlement_min city
upgrades
{
army_barracks
}
}
army_barracks requires factions { britons, }
{
capability
{
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "warband sword briton" 0 requires factions { britons, }
recruit "barb warguard briton" 0 requires factions { britons, }
recruit "astures" 0 requires factions { britons, }
}
construction 6
cost 4800
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
With this solution there are two disadvantages, the building doesn't appear in the building tree (although it seems to be buildable) and it is readily buildable just after the precedent level is built, although this problem can be solved (or reduced) by putting some complex conditionals to the construction.
b) New type of building:

building barracks_celtic
{
levels muster_field militia_barracks city_barracks
{
muster_field requires factions { britons, }
{
capability
{
recruit "barb infantry briton" 0 requires factions { britons, }
}
construction 2
cost 600
settlement_min town
upgrades
{
militia_barracks
}
}
militia_barracks requires factions { britons, }
{
capability
{
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "warband sword briton" 0 requires factions { britons, }
}
construction 3
cost 1200
settlement_min large_town
upgrades
{
city_barracks
}
}
city_barracks requires factions { britons, }
{
capability
{
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "warband sword briton" 0 requires factions { britons, }
recruit "barb warguard briton" 0 requires factions { britons, }
}
construction 4
cost 2400
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building barracks_celtic2
{
levels army_barracks
{
army_barracks requires factions { britons, } and building_present_min_level barracks_celtic city_barracks and building_present_min_level governor_building proconsuls_palace
{
capability
{
recruit "astures" 0 requires factions { britons, }
}
construction 6
cost 4800
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
I prefer this solution because the building appears now in the building tree. The conditions for the construction of the army_barracks are now the existence of the city_barracks and a "simulated" proconsuls_palace, made in the same way as a new type of building in the level of city.

Sorry if these questions were obvious :embarassed: , but it seemed interesting to me. :bow:

Dol Guldur
07-18-2005, 23:14
Monk,

No, I thank you for your contribution. Keep 'em coming.

I was aware of these concepts (even tested the more-than-one-tier-per-level one!) but had not thought of your combination in the first example or of the additional requirement to make the new building appear in the buidling tree: what were the conditions for building the governor_building (seeing as a settlement already has one)?

I don't want to include the application in the EDB guide, only the principles as it were - applications of the principles I will link to though - and I will add your link in with appreciation!

My own tutorial on "changing" the effects of Wonders is an application of the principles; indeed, there's a layer of depth to it I have not added but I really wanted someone else to grasp it rather than me just give it away ;) It's not that hard to get.

Thx again,


Dol Guldur.

Monkwarrior
07-19-2005, 00:01
Monk,

No, I thank you for your contribution. Keep 'em coming.

I was aware of these concepts (even tested the more-than-one-tier-per-level one!) but had not thought of your combination in the first example or of the additional requirement to make the new building appear in the buidling tree: what were the conditions for building the governor_building (seeing as a settlement already has one)?

Glad to be of help. :bow:
Regarding the governor_building for the barbarian, this was my idea:

building governor_building
{
levels proconsuls_palace
{
proconsuls_palace requires factions { barbarian, } and building_present_min_level market market and building_present_min_level taverns bardic_circle
{
capability
{
recruit "Soldurios" 0 requires factions { germans, }
}
construction 6
cost 3200
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
City level is required (no higher) and also some other buildings which are not useful for recruitment, just to delay the construction of this building, simulating the time required for population growing in the other cultures.
What I didn't test was what happens when a barbarian faction conquers a large city from a "civilized" culture. In that case it would be possible to have two different proconsuls_palace, but only the barbarian one would be useful to build the barbarian army_barracks.
I have adapted a kind of ZoR system, but I'm not sure what will be the results in long term after a region is conquered several times by different culture factions, mainly in the case of the AI. :dizzy2:

Dol Guldur
07-19-2005, 18:30
Yes, complexity is an issue to avoid to make sure the AI works well enough!

Dol Guldur
08-04-2005, 16:52
Anyone know why a core_building will accept:


law_bonus bonus 4 requires factions { seleucid, }

under faction_capability but not the very same line in the normal capabilities block?

Ianofsmeg16
08-04-2005, 17:39
The links don't work for me *(

Dol Guldur
08-04-2005, 17:56
I have updated the initial post with the correct link. A naughty moderator changed the links on me; but I can't complain as he's done an otherwise excellent job in keeping all the links working ;)

The_Mark
08-05-2005, 17:09
This sounds interesting:

The plug-ins system is legacy from early in development. The code is still there to allow you to specify building plug-ins, but there is no display for them in the game anymore, which means that you cannot see wether any are built, build new ones through the UI, or look at any descriptions on the campaign map. Certainly the AI won't build them if you were to add some to the game... Best to just stick to buildings and upgrades, really
https://forums.totalwar.org/vb/showthread.php?t=43462


So, if these plug-ins work, we would have a nice tool scripting-wise (if we can create/damage them through scripts, that is), as they would be completely hidden, not buildable by neither AI nor the player, but still detectable through scripts. The question is, how to define a working plug-in?

Simetrical
08-07-2005, 06:31
Nice compilation. Most of it I knew, some I didn't (like the faction_capability thing). A few points (well, okay, at least nine):

1) I've heard it said (https://forums.totalwar.org/vb/showthread.php?t=44814) that farming_level bonuses on non-farm buildings don't work unless a farm exists with that level or higher. So a +1 farming_level bonus on a temple does nothing until you build Land Clearance. Interestingly, the farms have their bonuses stated without the "bonus" tag, while the farming temples have it. Could this be related somehow? And what triggers the visible farming development you can see on the strategic map?

2) What does building_factions do? What's the syntax for building_present?

3) Are the limits you state for capabilities the actual limits, or just the limits used in the vanilla files?

4) Have you discovered that the races/games number means anything? I don't think races 1 is any different from races 3, but I'm not totally sure.

5) Negative values, in general, work only to reduce an existing bonus, not to create a new penalty. For instance, a negative law bonus will offset a positive law bonus, but not result in a law penalty to public order or income. A negative trade bonus, however, will reduce income by itself, since there's practically always a trade bonus present on the settlement screen (I think). Likewise tax. I don't know if this is always true, but it holds at least some of the time, AFAIK.

6) The factions { slave, } requirement appears to never be true, as far as I can tell. Rebels use their subfaction to fulfill EDB.txt requirements.

7) The functions of some of the bonuses might be useful to explain:
Each point in law gives +3% to gross income (farming + trade + taxes + mines), but that bonus is limited to the amount of corruption (see here (https://forums.totalwar.org/vb/showthread.php?t=38146)).
Each point in farming_level increases the base farming level of the region by one, which increases growth by 0.5% (IIRC) plus income by either 0 or 80 at normal difficulty with normal harvests (see here (https://forums.totalwar.org/vb/showthread.php?t=44814)).
I've heard that taxable_income_bonus and trade_level_bonus increase taxes and trade by 1% per point.
8) Are you going to incorporate anything from Quietus' guide?

9) I think the max number of hidden resources is 63, not 64.

-Simetrical

Dol Guldur
08-08-2005, 22:21
Thank you for that useful post.

It is much appreciated.

I've discovered a couple more things myself too - but I cannot update or attend to this just yet as I am too busy :(

The ranges shown are r:tw vanilla ranges.


I will get back to this when I can. Once again, thank you - these are the kind of responses we need!

Dol Guldur
08-11-2005, 21:39
I've yet to update the Guide, but here are some more things I've been testing...

modifications to buildings' construction times and costs:

The "other" category *does* extend past civil buildings because it includes recruitment buildings. It does not extend to religious buildings (temples) but it seems to include *all* others. What purpose then does the "construction_time_bonus_military" (and its cost counterpart) fulfil? It seems to have no effect.

I also noticed that an odd extra "10%" bonus to construction cost occured when setting the construction *time* bonus high. It occured when setting the time bonus to over 100, but also on 25%. Most weird. This changed when I changed the bonuses so I don't think it was an external effect.

dark
09-01-2005, 01:47
Hi, im new to the org, and want first to thank dol gur for making this tutorial, it really helped me a lot.
I think i found something today while messing with the files:
the faction_capability thing, while very useful, apparently has some setbacks.
i tried to no avail add building conditionals to it but it always ctd on the turn the building with the faction_capability is finished. For example:
trying to do a building that will enable the training of a certain unit in all faction settlements

faction_capability
{
recruit "roman legionary cohort i" 0 requires factions { roman, } and building_present_min_level barracks_roman militia_barracks
}

(this is for rtr by the way)

i may have misunderstood how the faction_capability works, but since the game loads fine and dont accuse any syntax error, i think im right

dark89

Dol Guldur
09-01-2005, 11:02
I am not sure if I have tested recruitment in the faction-wide section; nor do I see a need for it. What you are doing can be done through building the appropriate level of building in each settlement, and would only take one line of code under the normal (settlement-wide) capability.

If you want to make a certain unit available in all regions when you capture a certain building in a specific region then there is no need to place any further requirements. The unit should become available regardless of the buildings in any settlement - and, besides, telling the game to look for a certain level of building may be causing the CTD : where does it look, after all?

Perhaps you could let me know what you are trying to acheive?

Monkwarrior
09-01-2005, 11:12
Thinking about this question, I wonder if we could use this type of faction_capability as a sort of "Marius reform". I'll try to explain myself.

This would be a point of development reached by the faction, not the settlement.
For example, if Carthage builds an imperial_palace, this would be the "signal" to recruit more advanced troops in all the carthaginian settlements. The objective would be then to simulate different eras in the game, depending not on the date but on the development degree.

I don't know if this is possible, but it would be wonderful. Any idea? ~D

Dol Guldur
09-01-2005, 11:54
Oh yes, I have tested something similar. I assigned a unique hidden resource to a region. When it's settlement is captured the faction_capability (listed in the core building) triggers the availability of a certain military unit to all of the faction's settlements. It definitely works.

You see, resources can be tested for.

Meneldil
09-01-2005, 13:12
How exactly does that work ? I haven't really looked into buildings editing and don't really understand

dark
09-01-2005, 18:17
the thing im trying to simulate is a reform of sort just like monkwarrior said, but i want to limit the building of the new units using buildings, for example if i use hidden resources every province will be able to train the new units even the ones that dont have any military buildings, so i want to put the barracks as a requirement.
im not sure if im being very clear, if still dont understand than my english sucks more than i thought

dark89

Dol Guldur
09-01-2005, 21:20
I believe I am correct in saying that everything you put in that line of code simply fulfills a purpose of testing whether or not the faction-wide bonus will be applied or not. There is no in between. It is either applied globally or it is not applied at all.

dark
09-01-2005, 21:27
thanks for the answer, while it sucks its better to know.

dark89

Epistolary Richard
09-07-2005, 18:02
Oh yes, I have tested something similar. I assigned a unique hidden resource to a region. When it's settlement is captured the faction_capability (listed in the core building) triggers the availability of a certain military unit to all of the faction's settlements. It definitely works.

You see, resources can be tested for.
I'm interested in this, can you give us an example of it in action?

Stuie
09-07-2005, 18:43
I'm interested in this, can you give us an example of it in action?

These threads may shed some light on the subject:

https://forums.totalwar.org/vb/showthread.php?t=50433
https://forums.totalwar.org/vb/showthread.php?t=50439

Dol Guldur
09-08-2005, 21:50
Yes they do, though I really should point out on that Wonders' thread that you'd better be sure what the exact Wonder effect is, as if it decays you'll eventually end up with a permanent penalty if applying a negation : though, that said, some effects only reduce an existing bonus rather than have the capacity to create a negative.

The principle is there though - you simply designate a resource to a certain region, when the faction captures that region the faction-wide capability kicks in (because it is predicated upon the existence of that resource). You can of course create a different capability for each faction.

To ensure the code is parsed you'll need to place it in a building that must exist at that region's settlement. All non-village settlements must have core_buildings (government buildings) so you can place it in each level of that tree.

Dol Guldur
09-22-2005, 11:24
It's been heavy going at the Fourth Age but I've managed a small update to the EDB Guide.

1. I have added in that the "other" category of buildings for the cost and build-time bonus seems to also apply to military buildings.

2. I have added that you can have more than 5 levels within each tree...

You can have a building for village, town, large town, city, huge city, large city and even attach more than 1 building to any level.

I've not tested the maximums; I am not too interested in this as I want my building browser to display correctly and that only shows 5 buildings - so unless you make perhaps the village "building" a process (such as representing colonization for example) rather than a physical building it seems messy to me.

3. Upgrades

I'm not sure if anyone knows this but I was wondering the other day why that word ("upgrades") is in the plural. I tested my theory out by putting a second upgrade in that section and it worked!

The implications of this have not fully dawned on me but here is a somewhat silly example of what you can now do...

t1=Palisade
t2=Wooden Wall
t3=Stone Wall
t4=Gold Wall

Let's say you don't want stone walls unless there is a "granite" resource available. Currently, a negative test for this not only blocks the stone wall but all upgrades. So your region with no granite may never build gold walls even if it has a stack of gold...

With the 2 upgrade lines you can now add "Gold Wall" after "Stone Wall" in the Wooden Wall's Upgrades section of code.

This will allow you to build the Gold Wall on level 4 even if it has no stone.

This does need to be explored and tested more. I trust someone with more time will add to this (?).

In other words, we can now leap buildings in a single bound :)

P.S. And no, I have still not worked out what building_factions does - Jerome, please........???? Please?

JeromeGrasdyke
09-22-2005, 12:06
Ok, one more answer ;) "building_factions" appears to be a condition you can use instead of "factions" in export_descr_buildings.txt; the difference is that "factions" is a condition on the faction who currently own the building, while "building_factions" is a condition agains the faction who originally built the building. Keep in mind that this is old code and probably has not been tested for quite a long time.

Dol Guldur
09-22-2005, 12:59
Jerome, a big thank you..

Should you ever need any extra coding done you can outsource it to me for just £7 per hour ;)

I'm off to test it...

Dol Guldur
09-22-2005, 13:27
Initial test (will be updated)

Changed faction creator of roman settlement A to parthia in descr_strat.txt

In EDB added following line under muster_field capabilities (muster_field being a building declared in settlement A in the descr_strat.txt file):


recruit "east infantry" 0 requires factions { roman, } and building_factions { parthia, }

Result (playing as Roman): Building scrolls stated the unit was now available in *all* regions with muster_fields - not just Settlement A :(

Actual unit was not recruitable anywhere though!

Will continue test but would request others also do so. Thx.


UPDATE:


Test: Settlement A has faction creator of Parthia but listed under Parthia in descr_strat....(i.e. they begin with it as well as building it)


recruit "east infantry" 1 requires building_factions { parthia, }

results (playing as Parthia) = scroll displays correctly / recruitment of unit possible

Test (using last EDB code line above): Settlement A has faction creator of julii but listed under Parthia in descr_strat....(i.e. they begin with it but it was built by romans)

results (playing as Parthia) = scroll displays correctly / recruitment of unit possible

Conclusion: either faction creator is of no relevance or building_factions is not functioning as it should.

Dol Guldur
09-23-2005, 12:54
Updated EDB Guide.

1. building_factions, not that it works yet, can only be used in the capability lines.

2. The correct format and use of the building_present requirement is:

building_present BuildingType

e.g. building_present smith

This will test true if any level of smith is present. So this requirement tests for building types rather than a minimum level of building within a building type.



Anyone else got anything to offer? ;)

Angadil
09-24-2005, 20:07
First, thanks for this thread and the EDB guide. Very useful.

Second, I had been playing with "building_factions" myself too and I got some results to report. Sort of mixed, I'd say, but some of it seemed promising. The problem is that I'm not getting consistent results for both bonuses and unit recruitment. Seems to work for the former but not, or differently for the latter. Anyway, I'll tell you what I did and see what you guys think and maybe it'll be helpful for someone.

So, syntax like "bonus X requires building_factions {faction A, }" seems to work. Bonus X is only effective when faction A built the structure that grants it.

I used a building that both Armenia and Parthia could build and used this code:


law_bonus bonus 3 requires factions { armenia, } and building_factions { armenia, }
happiness_bonus bonus 3 requires building_factions { parthia, }

Playing as the Armenians, I gave the building to the Parthians in descr_strat.txt and the Armenian built it in the first turn. I also placed a large Armenian army next to the Parthian city and used it to conquer it in the first turn too.

Next turn, the structure built by the Armenian was granting them 15% extra law and no happiness, while the captured one was giviing 15% extra happiness and no law bonus. Then, I destroyed the building in the Parthian city and rebuilt it. When it was done it provided 15% law and no happiness.

So, it seemed to work. The bonuses could be granted depending on which faction had built the structure. I suppose that by using syntax like "requires faction A and building_factions faction A", we can preclude the bonuses of captured buildings applying to the capturing faction.

However, I also used the following code:


recruit "east cataphract archer" 0 requires factions { armenia, } and building_factions { armenia, }
recruit "east heavy cataphract" 0 requires factions { armenia, } and building_factions { parthia, }

The structure build by the Armenians recruited Cataphract Archers, sadly so did the one captured by them, but built by the Parthians. The latter did not produce Cataphracts.

So, I am confused. It's not exactly that "bulding_factions" has no effect at all over recruitment, as I think Armenians should have gotten the Cataphracts if it were so. Moreover, earlier I had tried:


recruit "east cataphract archer" 0 requires building_factions { armenia, }
recruit "east heavy cataphract" 0 requires building_factions { parthia, }

Then, structures built by the Parthians recruited Cataphracts, but not Cataphract Archers, while the converse happened for those built by the Armenians.

I am somewhat lost. I used two slightly different installs (I play a mod) for the first and second run of tests and I wonder if that may have had an inluence, though I sort of doubt it.

That's it. Ideas? suggestions?

Teleklos Archelaou
09-30-2005, 20:30
I wonder if negative bonuses actually work like they should in BI. Anyone know? It would be nice to give some buildings negative population growth bonuses and some things like that.

Ciaran
10-01-2005, 15:12
One question about hiden resources: Can they be used to disable the recruitment of units? For example, take Rome (the city/province) which has the hidden resource "Rome" that allows First Cohorts to be build. Now, could that be used in a way that it allows only First Cohorts and nothing else to be build? Much like the pre-marius units have the "NOT Marian Reforms" building condition.

Dol Guldur
10-01-2005, 20:03
hidden resources are static, Marian Reforms are an event and thus not static (they have two separate states: pre and post).

To disable a unit that starts the game recruitable you must have an event; a hidden resource cannot provide this.

The unit's recruitment could be conditional upon the presence of a hidden resource at a certain level of a building, the earlier buildings giving unconditional access to its recruitment. Of course, the player or AI might not want to build the building if it loses the unit but then again it might not want tolose any other bonuses/units that come with that building.

This would be the same as making a unit non-cumulative on a level of the tech tree except that, where the resource/hidden resource is used, it would give you the option of having the unit still available in areas with/without the hidden resource.

I can see little application for this though ;)

Scripts aside, the only aspect of the game that offers timed conditionals is buildings because they have construction times and required upgrades - hence such things as colonization in some ZoR systems.

Ciaran
10-01-2005, 20:41
The purpose is I´d like to have the AI build only Praetorian Guards in Rome, no other infantry.
Now, I could delete all kinds of existing barracks in Rome, but that wouldn´t keep the AI from building them and thus gaining access to other infantry units.

Dol Guldur
10-01-2005, 21:32
The purpose is I´d like to have the AI build only Praetorian Guards in Rome, no other infantry.
Now, I could delete all kinds of existing barracks in Rome, but that wouldn´t keep the AI from building them and thus gaining access to other infantry units.

Restate: You wish only Praetorian Guards to be built in the city of Rome and no where else - and for that unit to be the only infantry unit Rome can build.

Is that right?

If so, you could require the hidden resource of "rome" NOT to be present in order to build all other infantry troop types in all barrack levels, except the PGs of course who would take the positive conditional.

Or you could simply disallow the building of barracks in Rome altogether, again by making the absence of the hidden resource "rome" requisite for barrack construction. Then simply attach the PGs to a building unique to Rome or to an existing building with the "rome" conditional in the positive.

Ciaran
10-02-2005, 13:50
If so, you could require the hidden resource of "rome" NOT to be present in order to build all other infantry troop types in all barrack levels, except the PGs of course who would take the positive conditional.


That was precisely what I was asking, whether that´s possible ~;)

Dol Guldur
10-04-2005, 20:24
Angadil,

I am sorry. I did not thank you for your post and testing. I have added a comment in the Guide that testing of building_factions can be found in this thread. Did you discover much more? I think it's not working as it should and may prove a fruitless effort :( Pity.

I have also updated the EDB guide for the new religious capabilties.

Teleklos Archelaou
10-05-2005, 18:59
Is there any way to have a different requirement for constructing a building for one faction, but not for another? Could I have any form of this that would work?

requires factions { thrace, } and buildingalpha or { macedon, } and buildingzeta

Or maybe is there any other way to have a variation between requirements?

alpaca
10-06-2005, 01:13
I don't think we can use brackets in the edb file so more complex logical stuff isn't possible.
You could add another version of the building to simulate this behaviour.
Your example would probably require thrace and buildingalpha and buildingzeta as thrace and macedon at the same time is impossible.

Teleklos Archelaou
10-06-2005, 02:26
I don't think we can use brackets in the edb file so more complex logical stuff isn't possible.
You could add another version of the building to simulate this behaviour.
Your example would probably require thrace and buildingalpha and buildingzeta as thrace and macedon at the same time is impossible.
Yeah, I'm at building complex limit though. So trying to find a way to have different requirements for differnet factions for the same building.

It's really disheartening that the conditionals blow such huge chunks for this, when so much more is so close to being achieved... oh well...

Monkwarrior
10-06-2005, 08:30
I don't think we can use brackets in the edb file so more complex logical stuff isn't possible.
You could add another version of the building to simulate this behaviour.
Your example would probably require thrace and buildingalpha and buildingzeta as thrace and macedon at the same time is impossible.
I think you're right about the problem of different conditionals for different factions. But I'm finding other added problems in this regard.

If you remember the question about "invisible buildings" as the symbol for technologies acquired through espionage, I succeeded in scripting the process. I tried to put another "defense" type of building, called barbarian_defense with three levels: wall_tech, stone_wall and large_stone_wall. Although everything worked perfectly, the new walls were not present in the battle field (nor in the campaign). As they don't substitute the former wooden_walls, the new stone_wall is a sort of "phantom" building, that can be destroyed (in contrast with the normal wall).

Thus I had to return to the previous idea, to include the wall_tech building as a requirement for the normal stone_wall. But in this way the barbarian factions are limited to this level, as they cannot upgrade the settlement to large_city, requirement for the large_stone_wall.

I think this problem doesn't exist for buildings that are not present in the battle map, but I need some more testing in this regard.

Dol Guldur
10-06-2005, 09:16
Yes the undestroyable buildings can be a pain - they are the buildigns that are reflected in a visible presence on the campaign map - but in another way they are good as they give the modder the knowledge that they have some control over what the player may or may not do to certain road, city set ups, etc.

Of course, Monk, the answer to your problem with the walls is to install BI ;)

Monkwarrior
10-06-2005, 09:52
Of course, Monk, the answer to your problem with the walls is to install BI ;)
Well, it is said that BI will be available tomorrow in Spain (Spanish)~D
What is the new feature that will solve my problem?
Perhaps an update of the guide for BI (RTW 1.3) would be of great help. ~;) :bow:

Simetrical
10-07-2005, 05:10
Is there any way to have a different requirement for constructing a building for one faction, but not for another? Could I have any form of this that would work?

requires factions { thrace, } and buildingalpha or { macedon, } and buildingzeta

Or maybe is there any other way to have a variation between requirements?Hum. Well, since EB is using scripts anyway, you could have the script check the conditions you want and add a dummy building when the faction and other requirements match up, then have the building requirement use "building_present whatever" to check for the exact building (as opposed to building_present_min_level, which would also return true for higher levels). Of course, you might still have a building limit problem, and removing the building if the requirement is no longer applicable might be tricky, but the former is reduced from the original problem (or perhaps eliminated entirely if you can have unlimited building entries per complex level), and the latter is tolerable if there's no workaround.

Teleklos Archelaou
10-07-2005, 05:39
Hum. Well, since EB is using scripts anyway, you could have the script check the conditions you want and add a dummy building when the faction and other requirements match up, then have the building requirement use "building_present whatever" to check for the exact building (as opposed to building_present_min_level, which would also return true for higher levels). Of course, you might still have a building limit problem, and removing the building if the requirement is no longer applicable might be tricky, but the former is reduced from the original problem (or perhaps eliminated entirely if you can have unlimited building entries per complex level), and the latter is tolerable if there's no workaround.
That would work for one building, but then to make that differentiation for other ones, we would need a whole new building I would think. We are almost at the limit now, so yeah, I guess we're just screwed in respect to trying to have different building-level-acquisition for different factions. (cries.... again...)

khelvan
10-07-2005, 05:58
That would work for one building, but then to make that differentiation for other ones, we would need a whole new building I would think. We are almost at the limit now, so yeah, I guess we're just screwed in respect to trying to have different building-level-acquisition for different factions. (cries.... again...)Maybe test the many-buildings-per-level thing which couldn't be built, but might possibly be scripted in. One complex would do then, if we have a script check each faction-owned province for the combination of buildings you want, and then pop in the building to be used as pre-requisite.

If it works, you may also be able to use the faction_created (or whatever it is called) conditional on it to ensure that new factions don't take it over and use it. If it works, we could theoretically have one building per faction for that complex.

Dol Guldur
10-07-2005, 08:36
More than one building can be added per level, though I have not tested maximums - nor have I tested it with undestroyables.

And it is my understanding that building_present tests for the building type and not the exact building (so it would test for "barracks" instead of "army_barracks" for example, and result as true if any level of barracks were present).

Maybe you can restate what you want, Monk?

I meant that BI has all 5 levels of wall for Barbarians.

Monkwarrior
10-08-2005, 07:33
Maybe you can restate what you want, Monk?

I meant that BI has all 5 levels of wall for Barbarians.

Well, in my copy of BI barbarians have only 3 levels of wall and there are no traces of the other two in the different folders.
What I've seen is that it has been eliminated the settlement level limit (I hope), as the barbarians can build proconsuls_palace and even imperial_palace. This is in theory, as I haven't tested this point yet. So it would be possible to assign all kind of buildings to the barbarians.

Dol Guldur
10-08-2005, 10:42
Monk,

I must apologize. I thought I had looked up the EDB file for barbarian defences - my notes and charts on this particular remained from the PRIMA Official Game Guide which clearly has listed the barbarian wall levels incorrectly.

But yes, you are right that barbarians now have 5 core buildings, which means they can be assigned all buildings.

I'm going to double-check all my walls now ;)

Monkwarrior
10-08-2005, 20:00
But yes, you are right that barbarians now have 5 core buildings, which means they can be assigned all buildings.

Yeah, that's the most important point, as you can design completely the construction tree after the hard-coded issues have been eliminated.~:cheers:
Thus, your idea was right, although some modding work is still required.~;)

Teleklos Archelaou
10-10-2005, 02:15
Aha. I found a way to get a second set of factions into a requirement line in constructing a building, but it still isn't nearly what I would like. The "or" apparently will keep two things together, so this would work:

buildingalpha requires factions { greek_cities, romans_brutii, } or factions { parthia, } and building_present_min_level hinterland_roads roads

I had been unable to get any second grouping of factions to work. So one set can have no requirements, while the second set has some. But this doesn't do a lot, as I was wanting to have different sets for multiple different factions. If anyone has any idea how to achieve this, please let me know. But the above appears to work. The first two factions have no requirements, and work immediately, but the last one, parthia, has to have roads built first before it will be buildable. But once they are constructed you could build it.

Dol Guldur
10-10-2005, 09:55
Thanks for posting your findings on this, could I ask you to post it or attach (edit) it to your last post at the 'complex conditionals for capabilities and buildings' thread at:
https://forums.totalwar.org/vb/showthread.php?postid=642173 which I link to from the EDB Guide?

I will update this all at some point ;)

Thx. again. This is the sort of stuff that needs to be known!

Chaotica
10-29-2005, 18:04
Hello!

As it's not in the guide, I'll post it here:

"trade_level_bonus" only affects land trade. Though I'm not 100% sure, I think a trade level bonus of 1 is equivalent to a road level bonus of 1 concerning income. The difference is that there is no limit of 2 as with "road_level". This could be useful to make land trade more significant compared to sea trade, but it needs further testing. Just my two cents.:bow:

Simetrical
10-30-2005, 04:45
According to what I've heard, trade_level_bonus gives +10% to land trade per level, whereas roads 1 gives +100% and roads 2 gives +200%.

Chaotica
10-31-2005, 09:31
OK, I did another test with RTR:

I gave trade_level_bonus 1 to the academy and started a campaign (M/M) with the Romans. The trade income projected in the settlement details scroll was 707 both when I added the academy or paved roads to the queue.

Teleklos Archelaou
12-30-2005, 02:05
del. Sorry

Dol Guldur
01-22-2006, 16:42
The Modding Community may wish to know that I have found a little time to update The Complete EDB Guide to include a small section toward the end on simpler Multiple Temples and how to disable the destruct button for buildings.

https://forums.totalwar.org/vb/showthread.php?t=50439

Dol Guldur aka Palantir, Coding Manager: Fourth Age R & D

Chaotica
01-24-2006, 16:28
The Modding Community may wish to know that I have found a little time to update The Complete EDB Guide to include a small section toward the end on simpler Multiple Temples and how to disable the destruct button for buildings.

https://forums.totalwar.org/vb/showthread.php?t=50439

Dol Guldur aka Palantir, Coding Manager: Fourth Age R & D
Thanks a lot for the info.

One question though: Does adding the hinterland prefix make buildings undamageable, either?

Dol Guldur
01-24-2006, 18:31
I assume you mean in the case of riots. I have never seen a building destroyed in a riot - only damaged - though I have not looked into this.

As you know, fixed undestroyables such as government buildings can be damaged right down both in the campaign and the battle-map level - but they cannot be destroyed. Again, I have not researched this side of things to give you any accuracy on the matter.

Any testing and research would be appreciated of course, though I think it serves its purpose as is (as far as I am concerned).

Teleklos Archelaou
02-13-2006, 00:33
I'm getting some very strange results when testing the use of hidden_resources as a requirement for buildings in 1.5. I can't get any of it to work correctly. If the game has been changed from 1.2 to 1.5 to make it where buildings can't have hidden_resources as requirements, then I will tear all of my hair out I think.

Dol Guldur
02-13-2006, 18:41
Teleklos,

I have been following your challenges. I am working on an EDB which has been significantly modded (by me) - new buildings, levels removed, levels added..blah blah blah and currently around 44 declared HRs some of which have been used as building conditionals. I have noticed none of the problems you have been having. That is in BI 1.6. We are going to look into porting the current map (and thus the edb) into R:TW 1.5 and will let you know if the buildings do not behave themselves. I am not sure how long this will take as it is but a side project.

Have you been able to determine if these errors occur outside of your own installations? That is, if you send the files to another on your team does the same thing occur even when their game generates the rwm?

Monkwarrior
02-13-2006, 19:01
Have you been able to determine if these errors occur outside of your own installations? That is, if you send the files to another on your team does the same thing occur even when their game generates the rwm?
I think it is not a problem in rwm generation.
I'm using the same map.rwn generated more than one month ago and I'm changing buildings in edb and descr_strat, as well as units in edu and descr_strat, without apparent problems.
Yesterday, I eliminated six paralel missiles buildings, each one with 4 levels. All the missiles were substituted in descr_strat by barracks, and the campaign worked perfectly with the same rwm.

The problems would come if you change descr_regions, by adding or deleting hidden resources, as this file is used in the map.rwm generation.
AFAIK map.rwm is generated from the files present in base folder, not from those in imperial_campaign (or barbarian_invasion in case of BI).

Teleklos Archelaou
02-13-2006, 21:43
Another person on the team tried to insert this simple building also, with one hidden resource requirement ("river" - as it is a river port building). Sure enough, the building was able to be built in every single province in mine, but his just automatically CTDs. I guess I just have to recopy all my files and start from a fresh 1.5 build. But I was almost at that to start with - and I think these are the only changes I've made - but I do feel like the problem has to do with my not understanding the way the map generation now works. It seemed so easy in 1.2, but now with the different subdirectories I don't know how to handle it. I've not seen a map.rwm in the imperial_campaign directory yet - and I didn't quite understand monkwarrior's method of creating a rwm file using the prologue (was that right?) and then copying it over(?). Sorry to be a pest about this issue, but there is definitely something that has changed here from 1.2 to 1.5 and I just have to figure out how it applies to the mod files we have. It's too bad changes that were introduced here were not explained really. But you guys are giving me hope that there is a way around it (I just don't see what it is yet) :grin:.

Monkwarrior
02-13-2006, 22:31
- and I didn't quite understand monkwarrior's method of creating a rwm file using the prologue (was that right?) and then copying it over(?).
I'll do my best with my poor English.:juggle2:

First: I always work with JSGME. I mean, each change is done "outside" the game, then the mod is activated, I try the modded game and once I exit the game, I deactivate the mod.
Thus, I need a map.rwm in the modded imperial_campaign, just to substitute the vanilla one. If not, I would get instant CTD as the files don't match with map.rwm.

Imperial_campaign: the files are divided in two folders, base and campaign\imperial_campaign. In base folder you have all the files needed for rwm, but I'm not sure if the game is able to generate one in that folder.

Provincial campaign (not the prologue one): I create a new folder in campaign, named as you want (e.g. Data\world\maps\campaign\Teleklos), and I copy all the files in base and in campaign\imperial_campaign. Thus, I've created a provincial campaign named Teleklos. It is necessary to copy, and paste imperial_campaign_regions_and_settlement_names.txt in text folder and rename the copy as Teleklos_regions_and_settlement_names.txt.
Just to complete the work, open campaign_descriptions.txt (also in text folder), copy all the names and descriptions of factions of the imperial_campaign and rename them. Example:

{IMPERIAL_CAMPAIGN_TITLE}Campaña en Hispania
{IMPERIAL_CAMPAIGN_CARTHAGE_TITLE}Los cartagineses
{IMPERIAL_CAMPAIGN_CARTHAGE_DESCR}¿Quién podría vaticinar que, cuando Dido,...

{TELEKLOS_TITLE}Campaña en Hispania
{TELEKLOS_CARTHAGE_TITLE}Los cartagineses
{TELEKLOS_CARTHAGE_DESCR}¿Quién podría vaticinar que, cuando Dido,...

After doing all these changes, you have a complete provincial campaign.
Activate the game, start the provincial campaign "Teleklos" and in the folder Data\world\maps\campaign\Teleklos the map.rwm corresponding to your campaign will be generated.
Now it is enough copying this file and pasting in Data\world\maps\base folder of the mod.

This is the method I use to generate new rwm files.
If you don't modify any file in Data\world\maps\base, the file doesn't need to be changed. (98% sure :inquisitive: )

Good luck!:2thumbsup:

Teleklos Archelaou
02-14-2006, 02:57
Ok, it seems like that I can do a simple test adding a hidden resource to a vanilla RTW 1.5 building. It seemed to work correctly with limited testing. Here is what I did.


Ok, here is the simplest way I can think to try out what I'd like to do:

1. I just take the vanilla (totally vanilla) 1.5 files, and open up export_descr_buildings.txt. I insert into the list of hidden_resources a new HR called "not_here".
2. I insert "and hidden_resource not_here" into the requirement line of the three greek theater complex levels.
3. I also reduce the minimum city level to village just to test this out.

I started the game up and it looks like it works. I can't build this in any of my cities now playing as "Greek Cities". Now, onto the second part of the test:

1. I open up descr_regions.txt and put "not_here" as a new resource into the "Rhodes" province only.
2. Without doing anything else, I try to boot up. It loads up the game successfully. But unfortunately it doesn't recognize the new hidden_resource (in descr_regions.txt) yet. I can't build the theaters anywhere, including in Rhodes.
(3. This would *seem* to indicate that the game is just checking the map.rwm file, and hasn't recognized the changes I made in descr_regions.txt.)

So, the next step:
1. I delete the map.rwm file that is inside the "base" subdirectory.
2. Without doing anything else, I try to boot up. This time it works. I can build the odeon in Rhodes, but nowhere else.
(3. Also, it was a little slower loading up this time right when I hit the "Start the Campaign" button - like it maybe was generating the map.rwm file then.)

This would seem to indicate that *using the buildings already in the game* that hidden resources will work very simply like this.

But then I inserted an extremely simple building into the mix. One that has worked flawlessly in 1.2 for us.

Code for export_descr_buildings.txt

building hinterland_precursor1
{
levels precursortype1
{
precursortype1 requires factions { all, } and hidden_resource not_here
{
capability
{
agent diplomat 0 requires factions { all, } and hidden_resource not_here
}
construction 1
cost 0
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}

Code for export_buildings.txt

{hinterland_precursor1_name}
Precursors for Type1 Governments

{precursortype1} Homeland Government Resource
{precursortype1_desc}
This is a marker that this faction can develop a Homeland Type of Government in this province. "Building" this precursor does not produce the benefits of a Homeland Government. It simply indicates that the process required for it can now start by allowing the construction of the actual, functional Government building. Keep in mind, however, that if any other government building, even a damaged one, is present in this province, this will not be possible. The Homeland Government will not become available for construction, even the if the precursor is in place.
{precursortype1_desc_short}
The possibility for a Homeland Government exists for this faction.


The only requirement here is for the already tested "not_here" hidden resource. So, I:
1. Inserted the code above into the edb.txt and eb.txt files.
2. Deleted the map.rwm file in the base subdirectory.
3. Booted up the game.

This time, at the same point I hit the "Start the Campaign" button, it is generating the map.rwm file - and pauses for a couple of seconds - and then it KTM's (kicks me back to the new game menu). I can immediately select "main menu" and then go back to the "new game menu" and then to the "imperial game menu", but this time it doesn't have to pause when I hit "Start the Campaign", but instead it very quickly KTM's.

So it seems like the game can generate a new map.rwm when the old one is deleted in the base folder if only new hidden resources are added. But when a new building is added, it can't generate a new map.rwm. That's one way of interpreting what I saw at least - though it might not be correct.

Is my mistake that I'm trying to alter the imperial campaign folder? Do we have to only use provincial campaigns for mods now, like monkwarrior showed how to do?

Monkwarrior
02-14-2006, 10:10
Again, I can't see the difference with the piece of code I posted yesterday.
The name of the building was new (barbarian_defenses) and also the only level (wall_tech). Moreover the requirement was a new hidden_resource. :dizzy2:
I've done a quick search, just to see if I had put the building in other files, but it only appears in the script and in those related with advice, because there is one new advice thread about the new building.

Sorry if I insist too much, but... is it allowed the use of { all, } in 1.5?
Did you include also the building cards? That wasn't necessary in 1.2 (the roman barracks appeared), but I don't know in 1.5.

When I converted the mod from 1.2 to 1.5, the campaign was a provincial one. Firstly I transformed the mod and, when the campaign was fully functional, I converted it to the imperial_campaign.

I don't know if this is the only way, but it was the way it worked for me.

P.S.: usually the KTM problems give an error message using -show_err. Do you have any?

Teleklos Archelaou
02-14-2006, 17:31
-Well, I made a UI tree and did include graphics for that precursor1.tga building, in the roman set. But I don't know if that's enough or if they have to be unpacked or something. Again this would be a good place to have some more information about the differences have been introduced into 1.5, but I don't seem to be able to find anywhere that has a really good list of changes like this. It didn't seem to help though from what I could see.
-I expected an error message with the KTM, but I got nothing - no error messages at any time, even though I am using showerr.
-Hmmm. You appear to be right about the "all" thing though. I'm still testing...

edit1: Well, "all" can work on core buildings. So maybe it's tied to the need for building graphics somehow. Gah.

edit2: Now I have added the precursor building and it loads if I only use "roman" in the building requirements line instead of "all", *&* I put images in a new tree under a UI folder with the roman precursor images in it. So I would now say all the problems seem to stem from a requirement of including building images in a UI tree for each new building. I have tested the hiddenresource and the building now appears to only be buildable in a roman province with that HR. Still - the new images aren't showing up in the game itself, just the roman barracks. Gah. But even though they aren't actually showing up, if I remove the images (and make no text changes), it won't even load - it just KTM's. So just having them there at least gets it to create the map.rwm, but I suppose you'll have to pack them to get them to show up.... Further testing - no, this is wrong. It still loads up if I remove them. I'm so tired of messing with this damn thing...

I thought I had a really good handle on what was going on with edb.txt and eb.txt in 1.2, and now I absolutely have no clue what is happening here in 1.5. This is absolutely ridiculous. I couldn't have just gone all stupid all of a sudden, or at least that seems unlikely. Why did things get so difficult now? Was the intent to make things harder on modders? Does anyone claim that 1.5 is now easier? If it is would they point me to some explanation? I'm just very frustrated right now. ~:mecry:

Dol Guldur
02-14-2006, 18:41
In BI a KTM is experienced if you try to add Carthaginian as a culture to the faction requirements of a new building OR to some vanilla buildings (or levels thereof).

The latter problem is solved by modding the descr_ui_buildings.txt to allow the carthaginian folder to look to other folders.

I have not discovered a way to solve the first problem so I make sure carthaginian always uses the default trees for its buildings. >>> Nikolai solved this later on in this thread...(by changing the DUB file)

I really do not think your problem lies with new buildings or hidden resources, but with the cultural element - but it is interesting that this worked for you in previous versions of R:TW.

In this regard, has anybody worked out what the listing of the alternative temples in descr_ui_buidlings.txt actually does? I played around with it but it did not seem to really matter what I did with it ;)

nikolai1962
02-19-2006, 03:44
Some stuff from ages ago which I forgot to add when i got dragged away from Rome by life.

1) "not" conditions on building conditionals can prevent them displaying in the building browser and can cause a problem with graphics display through some kind of related effect.

So a condition like "and not hidden_resource desert" might prevent the building showing in the building browser. Adding a hidden-resource e.g "arable" to all the non-desert regions and changing the condition to "and hidden_resource arable" makes the building appear correctly.

There does seem to be a relation in some circumstances between things going wrong in the building browser and other building issues so i think having the building browser display as correctly as possible is a good sign that you're going to avoid other problems.


2) Building icons displaying correctly.

The initial vanilla factions seem hard-coded to one of the culture types. Inside the pak files are folders for each of the culture types. This means that for example whatever faction you turn the romans_julii faction into in your mod that faction will always look in the Roman folder first for it's building graphics. You can make the game look in other folders as well by using lines in the descr_ui_buildings.txt in the data folder. This has lines like:

eastern barbarian
carthaginian eastern
carthaginian egyptian
greek roman

and makes factions associated with the first culture type look in the folder of the second culture type for building graphics if it can't find a specific one in its own culture folder.

For modding projects it seems to me to be very worthwhile to pair off your new factions with the old in such a way as to keep the numbers in each culture group the same for ease of redirecting these folder swaps.

Vanilla:
7 factions associated with barbarian culture type
3 factions associated with greek culture type
3 factions associated with eastern
3 roman (4 including senate)
2 carthagian
1 egyptian

So for a simple example if you had 7 orc factions, 3 human factions, 3 elf factions, 3 dwarf factions, 2 hobbit factions and an ent faction then make sure you make your new factions on the corresponding vanilla one to make the number of factions in each of your cultural groups match the vanilla numbers e.g use the seven barbarian faction slots for your orcs. Then you can put all your orc buidings in the barbarian folder.

If there were nine orc factions and no hobbits then you could use the vanilla barb + carthaginian cultural factions and still have your orc buildings in the barb folder with a line in the descr_ui_buildings.txt file like:

"carthaginian barbarian"

to make the orc factions built on the carthage and numidia faction slots get their buildings from the barb folder.

This simplifies things and has an impact on some wierd graphic display bugs.

3) Something else i've totally forgotten.

~~~~~~~~~~~

Other stuff.

I was just patching the vanilla game to have a look at teleklos' problem and noted the descr_ui_buildings.txt is no longer in the data folder after patching to 1.3. So it may have all changed with later patchs.

I haven't got to patching to 1.5 yet, though if there have been changes here there might *possibly* have been changes to how the program parses the building conditionals.

I would definitely wonder if Teleklos' problem might simply be the "not" in the hidden resource "not_here". Maybe another word without the "not"?

A bit unlikely I guess.

nikolai1962
02-19-2006, 03:55
Also, when i tested it trade bonus increments gave a 10% bonus to both land trade and sea export but not sea import.

The tax bonuses are in increments of 1%.

Monkwarrior
02-19-2006, 10:15
2) Building icons displaying correctly.

The initial vanilla factions seem hard-coded to one of the culture types. Inside the pak files are folders for each of the culture types. This means that for example whatever faction you turn the romans_julii faction into in your mod that faction will always look in the Roman folder first for it's building graphics...
That has changed in RTW 1.5.
The new descr_sm_faction allows you change the culture assignation of each faction. From that moment, the buildings icons change to the new culture.
I tested with thrace, changing it to eastern, and it worked perfectly.

Teleklos Archelaou
02-19-2006, 21:10
Thanks for looking at this nik. I did try another word other than not_here (just one word without the underscore) but it didn't help the situation.

nikolai1962
02-20-2006, 06:27
Thanks for looking at this nik. I did try another word other than not_here (just one word without the underscore) but it didn't help the situation.

I guessed it would be too easy to be true. I haven't had a chance to look at it properly yet as my antique pc won't let me run Rome any more :wall: but if i manage to fix my pc i'll try.

Kali
02-23-2006, 17:51
:help:
Sorry if this has been answered somewhere on this thread or the guide but I haven't been able to find it. Basically I want to know whats the limit on buildings a settlement can have built at anyone time. I'm not getting any appearing on the settlement browser after twenty four and I'm getting a problem with the UI buildings_constructed images in the settlements where 24 have been exceeded. So I'm guessing thats the limit. Just wanted to know if any of you modding genius' could confirm or contradict this...
~:cheers: in advance

Teleklos Archelaou
02-23-2006, 19:27
Do we know exactly what the loyalty bonus does for buildings? I think public order benefits are assumed, but I don't suppose anyone has done much testing of this, have they?

Dol Guldur
02-23-2006, 20:38
I have tested it under a number of basic conditions and although it reports a public order bonus (with no "due to" qualifier) it does absolutely nothing to the stats or displays in the settlement scroll details.

It does nto affect public order at all. It does not lessen corruption. It doesn't do anything! (tested under BI 1.6)

Kali: I've never had 24 building threads for a single faction so I cannot tel you of any limits. Sorry. I've had about 16 I think. That works.

Kali
02-23-2006, 21:21
Kali: I've never had 24 building threads for a single faction so I cannot tel you of any limits. Sorry. I've had about 16 I think. That works.[/QUOTE]


Cheers Dol Guldur,
I've made a mod that adds nine new buildings to any RTW game, But I've been testing it on RTR6.3 with DMC which has a lot of extra building threads (and is probably bugged as i've had some strange issues with whited out UI cards) However the limit seems to be 24, as after that they disappear of the browser but reappear if a building is destroyed. Might be a useful bit of info for your guide or maybe not... Excellent guide BTW

nikolai1962
02-28-2006, 22:36
I'm getting some very strange results when testing the use of hidden_resources as a requirement for buildings in 1.5. I can't get any of it to work correctly. If the game has been changed from 1.2 to 1.5 to make it where buildings can't have hidden_resources as requirements, then I will tear all of my hair out I think.

Updated edit after re-testing in a more systematic way.

Vanilla RTW patched to 1.5 completely unmodded in any way.

Key:
D&R stands for deleting map.rwn file in the data/world/base folder and generating a new one by starting a new campaign.

KTM stands for kicked back to menu i.e when starting new campaign, select faction, click arrow to proceed then get get bounced back to menu preceding the faction selection.

~~~

Added "aaa, bbb, ccc, ddd, eee, fff, ggg, hhh, iii, jjj, kkk, lll, mmm, nnn, ooo, ppp, qqq, rrr, sss, ttt, uuu, vvv, www, xxx, yyy, zzz" to the resource list for umbria in descr_regions.

(Added to original list of pottery, olive_oil, wine, slaves, dogs, pigs, italy)

D&R -> KTM

Added "aaa, bbb, ccc, ddd, eee, fff, ggg, hhh, iii, jjj, kkk, lll, mmm, nnn, ooo, ppp, qqq, rrr, sss, ttt, uuu, vvv, www, xxx, yyy, zzz" to the resource list at the top of the EDB.

D&R -> Success.

So one kind of KTM error is caused by having hidden resources in the regions file that aren't matched in the list at the top of the EDB.

Added "and hidden_resource zzz" to requirements for practise_field. Started campaign (without D&R) and practise field buildable in ariminum (umbria) but not arretium.

D&R just to check -> Success.

So no problems adding and using new hidden_resources in 1.5

~~~

deleted all changes to regions and EDB file. D&R -> Success.

~~~

Added

building hinterland_precursor1
{
levels precursortype1
{
precursortype1 requires factions { all, } and hidden_resource not_here
{
capability
{
agent diplomat 0 requires factions { all, } and hidden_resource not_here
}
construction 1
cost 0
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}

to bottom of EDB file then removed hidden_resource requirement and diplomat recruitment to test the factions { all, }.

added the building text from teleklos' earlier post to building text file.

Started campaign without D&R. Campaign loaded. Precursor building available in the construction screen *but* weird error where all provinces had a base fertility of zero. Noticeable in this case as pop growth displayed as negative. Possibly missable in other circumstances if testing changes by looking at a settlement with a smaller pop size.

Removed precursor building from EDB. Started campaign (without D&R). Fertility back to normal.

Put precursor building back in but changed faction requirement from "all," to "roman,". Started campaign (without D&R). Fertility fine.

D&R -> Success.

Changed requirement back to "all,". D&R -> KTM.

What this shows is that you can have EDB errors which don't stop the game loading or give show_err errors on exit *if* you have the map.rwn file generated from before you added the error. The building edits you made may all seem to work fine (and maybe they do) but the error may affect the way the game loads/parses the building file and lead to seen or unseen side-effects somewhere else. Re-generating the map.rwn file catchs errors that can be missed otherwise.

This may be obvious to experienced modders but I personally only ever used to regenerate the map.rwn when i made changes to the regions or strat files as I didn't think the map.rwn had anything to do with the building files. So basically you could have made an error weeks earlier but not notice it until either you need to regen the map.rwn or you notice the error later and think it is related to a more recent change.

~~~

Added "and hidden_resource italy" to requirements for precursor building (used pre-existing hidden_resourceas as test).

Game loaded fine, precursor buildable. D&R fine.

Added not_here to resource list at top of EDB.

Changed requirement from italy to not_here.

Game loaded fine without D&R, precursor not_buildable.

D&R. Fine. Precursor not buildable.

nb. You can have hidden resources in the EDB list that aren't in any regions in the regions file.

~~~

So I'd recommend re-generating the map.rwn file regularly when editing the EDB file so you'll know it was a recent change that caused the problem.

~~~

edit on carthaginian problem adding new buildings in 1.5.


In BI a KTM is experienced if you try to add Carthaginian as a culture to the faction requirements of a new building OR to some vanilla buildings (or levels thereof).

Same in 1.5. Adding carthaginian as a faction in the required condition of a new building will give a KTM if no map.rwn and a crash otherwise (sometimes) or weird errors (sometimes).

The basic problem is carthaginian has two lookup variants in the descr_ui_buildings.txt. Removing either one of these will make new buildings work fine (although you may need to move some of the vanilla buildings carthage needs from egyptian to eastern or the other way round depending on which lookup variant you remove). A workaround to this problem if you need carthaginian to have two lookup variants is to create a UI/CARTHAGINIAN/BUILDINGS/CONSTRUCTION folder in the game data folder and add a bunch of tga files for the new buildings.

Other factions show the same problem if you add multiple lookup variants.

Having "all" as a faction requirement works fine. It was just the carthaginian problem in disguise as all includes carthaginian, (though it took me ages to realise it).

nikolai1962
02-28-2006, 22:47
Removing building blocks

(Tested in 1.5, 1.2 may be different)

If you have a lot of building blocks and want to remove some of the vanilla ones then you can.

Say you want to remove the missiles block to free up one of the 64 building blocks (adding the missile troop recruitment to the barracks buildings), the steps are:

1) comment out all the lines for the block in the EDB.
2) delete all the pre-placed missile buildings in descr_strat.
3) comment out the triggers in the ancillaries that use missile buildings as conditions (master of archers and siege_engineer in this case).
4) comment out the building construction advice threads and triggers in export_descr_advice.
5) comment out the references and the whole layout block for missile buildings in descr_settlement_plan.
6) comment out the slot_missiles lines in all the relevant files in the data/settlement_plans folder. These are roman_large_town.txt, roman_city.txt etc for the various cultures and city sizes.

In 1.5, show_err works well in pinpointing all these errors.

Edit: need to redo this some time in a completely un-modded version of 1.5 with some systematic testing as there may be related errors to doing this which don't show up with show_err.

Dol Guldur
03-10-2006, 17:19
I really should be able to work this out but I'm a bit stumped...

I am trying to use the building_present_min_level conditional for the recruitment of a unit. It works in the first level of barracks but when I copy that exact same line to the second level of barracks the game CTDs without an error message right at the end of the campaign loading bar.

It does not, through testing, seem to be related to the tier or assigned settlement level of the conditional building.

Anyone experienced this? (BI 1.6)

Teleklos Archelaou
03-10-2006, 17:38
Bizarre. Can you eliminate that conditional and still recruit the unit in your second level of barracks? In other words, are you sure it's that added conditional that causes the CTD?

Dol Guldur
03-10-2006, 17:54
Yes, the unit is recruitable without the conditional. I even tried it with another unit and it CTD withthe conditional added (even with a different building tree).

It must have something to do with the second level of barracks rather than it being the first. The weird thing is that the same line works in the third level of barracks! Actually, that is not quite true as it CTDs when you build the 3rd level barracks.

EDIT: Both the barracks and the conditional buildings are new buildings (and new trees) btw.
EDIT2: using vanilla buildiing conditionals (market trader) does not get rid ofthe CTD either. Do building conditionals only work in the first level of new building trees???

Teleklos Archelaou
03-11-2006, 02:11
Ah. Buildings that recruit troops have weird problems unless you use the barracks tree. For one, I'd also make sure no bonuses are being given by this building (we had CTD's with non-barracks buildings that allowed unit recruitment and bonuses both, until we removed the bonuses). I'm sure that building conditionals can work in higher levels of new building trees though.

Dol Guldur
03-11-2006, 18:27
Ah. Buildings that recruit troops have weird problems unless you use the barracks tree. For one, I'd also make sure no bonuses are being given by this building (we had CTD's with non-barracks buildings that allowed unit recruitment and bonuses both, until we removed the bonuses). I'm sure that building conditionals can work in higher levels of new building trees though.

Teleklos, that was the answer! Thank you very much. This was not known to me. I wonder wny one earth it is so?


EDIT: CTD #2 - it seems that each building level will only accept 4 recruitment lines of units with building_present_min_level conditionals. 5 or more wil cause a CTD. Have you found the same?

Teleklos Archelaou
03-11-2006, 20:35
We weren't even sure that it was legitimately an issue, but we took the bonuses out and it *seemed* like that might have stopped the problem, so we kept away from doing that, even though we weren't sure of it. Now instead of doing that we will let bonuses be present in another structure and then be dependent upon whether or not the recruiting building is present in the town or not. I've no idea at all why it does that - so many things about this system don't make sense...

As for your second one, I don't think that is possible. We have a lot of these, with conditionals for buildings in their recruitment lines, and it doesn't cause CTDs.

Dol Guldur
03-11-2006, 21:22
I can only add 4 (this is in the level 4 (top) barracks). 5 or more def. causes a CTD. Interestingly, it is 6 or more that cause a CTD in the level 3 barracks.

There is no distinction between the two that I can see. This is very frustrating; it was supposed to be a half day recoding and it's now day 3

Teleklos Archelaou
03-11-2006, 21:47
I can glance at a totally new building we implemented for 1.2 and see more than 30 lines of recruitment text inside one level (a level four one, top level) and every one has multiple recruitment conditionals. Not all of those have building restrictions, but about 10 do. They require building minimum levels.

Have you downloaded EB just to look at the EDB files and compare? If you have got a copy of our EDB for reference, I'm refferring to the nomadcamp complex, and the fourth level, shahrdarm, recruitment lines. It's a new building and has lots of recruitment in all levels.

Dol Guldur
03-11-2006, 22:36
Yep, just looked at it - I notice you do have bonuses in them (!) and that (as far as I can see) no more than 4 building conditionals (negatives) in any one level. ???

Teleklos Archelaou
03-11-2006, 23:01
Oh. I misinterpreted what you were saying. Sorry. I thought you said no more than four recruitment lines with building conditionals, not more than four in one unit's line. But we do have more than four when we use "or" conditionals (look at core building levels, which force the use of governments).

You must have an older build also - since we have removed all bonuses from those non-barracks buildings that recruit units (really just the nomadic buildings I think). I'm pretty sure, but not certain, that they were the cause of some CTD's for our Yuezhi faction (pontus in vanilla coding terms).

SigniferOne
03-12-2006, 19:47
Teleklos, don't forget that some of these CTDs and limitations you've found for EB could be solely due to the 1.2 version, and fixed in 1.5. So I really think you'll find the going getting easier after upgrade, and maybe you won't have to limit yourself as much.

Dol Guldur
03-16-2006, 00:55
Does anyone know of a mod in BI 1.6 that has an edb with a new building that contains a level which has more than 4 units being made available for recruitment by virtue of building conditionals?

If so, I need to look at that mod's edb!

Thx.

nikolai1962
03-23-2006, 02:36
edit: deleted as not useful

nikolai1962
03-23-2006, 02:50
edit: deleted as all nonsense :)

nikolai1962
03-23-2006, 03:29
edit: deleted as all nonsense :)

nikolai1962
03-23-2006, 03:51
edit: deleted as nonsense

nikolai1962
03-23-2006, 04:20
edit:

game crashs when a building has both a bonus capability and recruits units with a building conditional.

1) it may crash while loading the campaign.
2) under some conditions it will crash when constructing the building
3) under some conditions it will crash when you right-click the building in the construction list

Dol Guldur
03-23-2006, 09:49
Thx. for the reasearch. yes, you cannot have building bonuses and recruitments conditoned on buildings in the same building level it would seem. And, also inexplicably, the total number of active recruitment lines for building conditioned units cannot exceed 4 as far as I have found.

After a week of pondering and coding I cannot work out the principles by which these things work (or do not work!) :(

nikolai1962
03-23-2006, 23:14
I think it is a text/space issue related to why i was messing with it in the first place to try and get rid of the name of the conditional buildings all being placed next to the unit in question (or splurged all over the building info if there was more than one conditional).

There's space allocated for capabilities and space allocated for recruitment but but the extra text added by having a building condition on the recruitment messes it up.

nikolai1962
03-24-2006, 02:27
A couple of other things.

Some confusion (including mine) over the two trade bonuses.

trade_level_bonus

only affects land trade, seems to have same effect as getting trade rights, possibly same as a road level (didn't check fully as was mainly checking something else). basically adding it to a building carthage has at the start in vanilla 1.5 tripled the trade value of it's land trade with the numidian city to the west.


trade_base_income_bonus

This is th eone on the markets. Adds 10% to the base value of land trade and sea exports (not imports). It won't look like 10% if there is already another building giving a bonus e.g if base value of the trade route is 50 and you have a market there on its own then the value will go up to 60 i.e market gives +20%. If testing and add a bonus to another building that gives 10% of the 50 not the 60 so the total value goes up to 65 not 66. I think this is where some of the confusion over percentages comes from.


trade fleets

This capability seems to do nothing other than display on the building info. Changing the value of trade fleets on the port buildings and firing up the game, adding levels, making levels multiple upgrades etc etc.

Basically the game creates one trade route for each of the first three buildings in the levels list (if the route exists for that region.) Changing the number of trade fleets doesn't seem to affect either the number of routes or the value of the routes.


descr_ui_buildings.txt

bunch of lines in this file of the form


temple_of_battle_shrine shrine
temple_of_battle_temple temple
temple_of_battle_large_temple large_temple
temple_of_battle_awesome_temple awesome_temple
temple_of_battle_pantheon pantheon
temple_of_farming_shrine shrine

what these all do is give the game an alternative name to look for when loading a building graphic. so in vanilla in tells the game for all the different temple buildings all the shrine level ones load the shrine graphic etc.

This can save on the number of graphics you have to keep track of, rename etc. For example if you had modded the game to have seperate barracks for each of the barb factions called brit_barracks, gaul_barracks etc, instead of having a separate graphic for each one you could write

brit_barracks barracks
gaul_barracks barracks
etc

in this file and the game will look for the graphic called "#barbarian_barracks" in the UI folder/pak file.

nikolai1962
03-25-2006, 00:26
taxable_income_bonus:

displays in building info as bonus 1%, 2% etc depending on the value of the bonus. however what it actually does is add 20 per point i.e taxable_income_bonus bonus 5 adds 100 to the tax. it doesn't seem to relate to population size.

I added a building with a tax bonus of 5 to the 4 starting briton cities in 1.5.

(Normal tax) / Tax bonus 5 / Tax bonus 10
Londinium 681 / 781 / 881
Samarobriva 578 / 678 / 778
Deva 501 / 601 / 701
Eburacum 501 / 601 / 701

negative values don't reduce the tax amount.


trade_base_income:

if you set this to a negative value it does reduce the trade income even if there are no other buildings with trade bonus but this bonus always displays as "increase in tradeable goods" even if you have made it negative.


law and happiness:

negative values only negate the bonuses from other buildings but don't reduce the city happiness in themselves but negative values of law bonus does increase corruption.

Dol Guldur
03-25-2006, 01:11
Thanks for your testing, Nikolai! It is appreciated and I am taking it in ;)

I've so little time to reply or edit the Guide due to it being pretty hectic here on the Fourth Age at the moment - we could do with some more staff :laugh4:

Atilius
03-28-2006, 05:44
edit:

game crashs when a building has both a bonus capability and recruits units with a building conditional.

1) it may crash while loading the campaign.
2) under some conditions it will crash when constructing the building
3) under some conditions it will crash when you right-click the building in the construction list

I've nearly posted to this thread several times but was puzzled by the fact that my experience didn't really square with yours. Now things seem to be making a bit more sense.

I was seeing a crash when trying to build a colosseum (which allows races) and enabled recruitment of certain units if other buildings existed. This scared me away from using building conditionals for unit recruitment. Perhaps I'll go back a try it again.

Thanks very much for the hard work nikolai.

Dol Guldur
04-17-2006, 21:41
Another problem with using building conditionals for recruitment of units...

The feature that allows you to right-click on a unit name listed in the building description scroll seems to be affected by units whose recruitment is dependent upon buildings (new or vanilla). This causes a displacement and a CTD thus:

UNIT LISTED----ON RIGHT-CLICK

unit1------------displays unit1 info scroll
unit2------------displays unit2 info scroll
unit3------------displays unit3 info scroll
BCunit4---------displays unit5 info scroll
unit5-----------displays unit6 info scroll
unit6-----------CTD

BC = Building conditioned unit

Can anyone confirm this? It is possible other factors may be at play, but it seems like another quirk of the building capabilities to me.

nikolai1962
04-20-2006, 08:18
I get something similar where i have too many units buildable by one building. CTD's when I right-click the building. Comment out one of the units in turn, while leaving the rest, and it is fine. All of this seems to be to do with the allocated space for text in the units buildable section. Either the quantity of text or the number of lines?

Dol Guldur
04-20-2006, 10:34
I do not think it has to do with the normal limitations; this occurs when there are only a few recruitment lines.

TiFlo
04-20-2006, 16:03
Hi all,

I came across this page this morning and found everything I've been looking for for two weeks now :sweatdrop:
I just wanted to say you guys saved me lots and lots of hours of work to fix my mod: http://forums.rometotalrealism.org/index.php?showtopic=18311

THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!

:2thumbsup: :2thumbsup: :2thumbsup: :2thumbsup:

TiFlo
04-20-2006, 16:06
Hi all,

I came across this page this morning and found everything I've been looking for for two weeks now :sweatdrop:
I just wanted to say you guys saved me lots and lots of hours of work to fix my mod: http://forums.rometotalrealism.org/index.php?showtopic=18311

THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!

:2thumbsup: :2thumbsup: :2thumbsup: :2thumbsup:

nikolai1962
04-21-2006, 04:41
I do not think it has to do with the normal limitations; this occurs when there are only a few recruitment lines.

Yeah but i was thinking each extra bit of text for the building the unit is conditional on might use up a unit slot? Dunno. I pretty much gave up on giving units building conditions as the game doesn't seem to have been designed with it in mind. Instead i was trying to make all the units buildable by the buildings they were conditional on and those buildings conditional on other buildings. It's a bit of a pain but seem to run into so many problems otherwise.

Dol Guldur
04-21-2006, 13:43
Yes, I see what you mean. There may be some truth to it. I always avoided using building conditionals until recently. I wish I had not succumb - still, it saves on coding and tech trees used. I do not have enough tech trees left to revert to a faction-specific building tree for all three recruitment buildings now :(

nikolai1962
04-21-2006, 22:41
annoying isn't it

nikolai1962
04-30-2006, 23:39
There may or may not be some clue in this post:

http://forums.rometotalrealism.org/index.php?s=&showtopic=18568&view=findpost&p=238098

Personally, I'm too confused to tell but might be worth a look.

Dol Guldur
05-01-2006, 00:36
Thank you - I thought it did not work in older versions (that feature). Anyway, 3 days of coding (yawn) has eliminated this buggy and unpredictable building-conditioned unit recruitment lines system from my work...

nikolai1962
05-02-2006, 00:58
Probably for the best imo.

Dol Guldur
05-04-2006, 14:37
Here is something weird that I have not come across before and hope someone else has.

My EDB listed 45 hidden resources. I added a 46th somewhere around position 10. The game then started to kick me back to the menu on trying to load the campaign with the exit error reporting that the first hidden resource in the list was not recognised (in the DR file).

The problem was easily solved - I simply swapped the first and second hidden resource around. How could this be? Why would adding new hr have caused this?

I will do some more testing if I get time though it is not critical. I just do not like the fact that something is at work I do not comprehend ;)

EDIT: Nope, it has now started not recognising the first (formerly second) HR. Hmmm..

alpaca
05-04-2006, 17:13
45 is a really strange number for a list size. It wonder why it recognized the resource when you just had changed it really - I'd have assumed that it won't recognize the first resource ever if you go over the max.

Dol Guldur
05-04-2006, 18:52
It's a highly complex EDB ;) We needed about 70 HRs and had to come up with clever ways of cutting it down - with a little effort we might be able to reduce it still further..

Anyway the hard-coded limit is supposed to be about 64 so I doubt it is that - and why would it fail to recognise the *first* one listed instead of the last? Or maybe it does not recognise any of them but only reports the first? The map file is generating correctly but the kick back still occurs, though it does not always occur and I cannot work out why. More testing...

alpaca
05-04-2006, 20:00
Well it probably would only tell you about the first ;)
But then again I have no idea why it should fail to recognise the hidden resources (it's enough to put them into edb usually, isn't it?) at all.

Dol Guldur
05-04-2006, 21:03
The issue seems solved though I have no idea why it caused the unrecognised resource error.

I must admit to not fully comprehending the DUB file as of yet, though that was the file that needed some editing. I needed to add the extra temple_of_violence levels I set up to this file, though not so in the case of the temple_of_mithras. Why does the temple of mithras have no entry in this file in either the BI or Rome data folders? I do not have any mithras buildings in the game at present (unlike the violence ones) which may explain it - but surely vanilla has mithras in or is it not used?

EDIT: Of course. Mithras is purely Roman so requires no listing unless you add other factions/cultures to that tech tree.

LestaT
05-05-2006, 20:00
dockyard requires factions { carthaginian, eastern, parthia, greek, egypt, } and hidden_resource major_port or factions { romans_julii, } and building_present_min_level barracks_roman muster_field and hidden_resource major_port

Just would like to check. Are these lines correct ? It didn't caused CTD, but haven't tested it yet.

Base on RTR Gold, I wanted to make for roman to have that level must need another building built.

nikolai1962
05-07-2006, 03:52
Those kind of conditions have never worked for me. The only kind that have, have been of the form:

requires factions { a, b, c, } or factions { x, y, z, } and a_condition

i.e the first set of factions has no other conditions other than the factions.

alpaca
05-07-2006, 10:52
I don't know if I remember correctly but when I once tested this I think the game took all that's to the right of the "or" as one statement and the condition directly on the left of the "or" as the other statement.

LestaT
05-07-2006, 11:35
Those kind of conditions have never worked for me. The only kind that have, have been of the form:

requires factions { a, b, c, } or factions { x, y, z, } and a_condition

i.e the first set of factions has no other conditions other than the factions.

So, if doing that only factions x, y, z, have the condition ? :no: I guess I have to do other means, by making the x, y, z, still be able to build but not having the intended bonus.

Something like what we call here , a white elephant project. :wall:

Thanks.

Teleklos Archelaou
05-15-2006, 03:53
Just in case this was missed or not mentioned elsewhere, it can possibly help a situation that I haven't seen many folks mention. nikolai1962 (magnificent bastard) figured out a way to get around this nasty error in 1.5:

https://img62.imageshack.us/img62/7774/builderror12mq.jpg
(typed out for search engine catching):
Script Error in data/export_descr_buildings.txt

Building DB error - faction X has gap in building prior to X (unavailable at level zero)

Here is his explanation - you may chuckle at how he fixed it - edited a little by me for use by a non-EB audience and a few other clarifications (he hasn't been on the site in a few days - hope he forgives my meddling :grin:):


This error message is the annoying 1.5 thing where the parser doesn't like breaks in faction requirements across building levels.

for example: levels b1 b2 b3

b1 require greek, roman
b2 requires greek
b3 requires roman

Even if b2 and b3 are set up as optional upgrades from b1 (which works in game, and worked without error in 1.2) the initial parser doesn't get it and throws an error message, stopping the game from successfully loading.

You can suppress the error by having a "not" condition somewhere as that throws an error too but it isn't caught by the show_err mechanism so it cancels the other one out (no idea why).

In limited cases where the a *break* building level has no conditions you can get round it with:

b1 require greek, roman
b2 requires greek or roman and not_here (not_here being a hidden resource we have in EB when we don't want buildings to be buildable - as it never appears in a province)
b3 requires roman

So he has a way to stop the error message from occurring, basically by introducing another "mistake" (as EDB doesn't like "and not" requirements - they mess up the building browser and it won't read the building). In this case, two wrongs certainly do make a right.

Makanyane
05-21-2006, 21:06
Lots of brownie points if anyone can explain this one. Based on tutorial we thought using:

academy requires factions { eastern, roman, } and hidden_resource sughdian
etc. should disable academy buildings - as sughdian isn't in our regions.txt

two of us were at different stage of modding text files, one found above line worked in EDB other one using same line found it didn't disable building. After many hours copy'ing and pasting sections of working / non-working EDB have found:

Within mod (without changing any other files) EDB line;

academy requires factions { eastern, roman, } and hidden_resource sughdian
works to disable academy buildings if line

city_plumbing requires factions { barbarian, roman, }
is not modded within EDB,

if the above line is ammended to;

city_plumbing requires factions { barbarian, x, roman, }
and here 'x,' can be literally 'x,' or 'faction,' or 'culture,' then the and hidden_resource requirement for the academy is disabled and the roman cultures can build them in any province again.

These appear to be from entirely different building trees and I can't think of anything that would link them. Help!!!

Makanyane
05-22-2006, 18:10
Have just re-tested the above using a vanilla version of BI 1.4 (mod was on 1.6) just in case excess intake of fermented apple juice was messing up yesterdays results.

Added new hidden_resource, 'unbuildable' to vanilla EDB and used it to disable building of all barracks, farms and academies. As expected these no longer appeared in building browser or construction screens in game.

Played about with
city_plumbing requires factions { barbarian, roman, } line

have tested this with requires factions including:
{ barbarian, goths, eastern, hun, nomad, roman, } in various combinations and that is fine; barracks, farms and academies all remain unbuildable.

However adding: 'carthaginian,' 'carthage,' or 'x,' in combination with any of the above gives in game result that barracks remain unbuildable, but farms and academies re-appear on building browser (for Romans) and can be built. Also if playing as Saxons and Goths the barracks remain unbuildable, but they now have the ability to build academies and higher level farms that they / their culture is not on the requires factions list for!

Thought that barracks not being effected could be due to position in EDB relative to city_plumbing. Cut and pasted entire health building section down to bottom of EDB and we're back to everything working as expected i.e. all three sets of buildings stay unbuildable even with 'carthaginian,' in city_plumbing.

So it seems that when game can't find something (?what) related to city_plumbing for 'carthaginian,' 'carthage,' or 'x,' instead of crashing or giving an error message it just decides in retribution to reverse the effect of your and hidden_resources below that point! :wall:

Teleklos Archelaou
05-22-2006, 18:44
Oh. Maybe it has something to do with carthage not autodefaulting to another culture for building images. Go open descr_ui_buildings.txt. What does your first few lines look like? up until the "temple" lines begin? Something like this?


lookup_variants
{
carthaginian eastern
carthaginian egyptian
eastern egyptian
greek roman
I don't have the original installed files anymore - but making sure you have a proper set of images to default to for that culture may be the issue. (as nikolai figured out I think)

Dol Guldur
05-22-2006, 20:48
Yes,

Carthaginian does cause problems, and even changing descr_ui only addresses it so far (I have found).
The usual error though is a kick-back to menu if carthaginian is assigned a new building tree/created building tree or to a new level of a vanilla building tree.

Changing the DUB file overcomes the new vanilla tree/level problem but the KTM still occurs for entirely new buildings. <<< this also has now been resolved (see later in this thread).

Interesting though that you assigned carth. to it and did not get a ktm. Have you already modded DUB? (working in BI 1.6)

Makanyane
05-22-2006, 22:40
Teleklos Archelaou, you're right it is apparently to do with that.

Dol Guldur, I hadn't modded DUB in either version until after seeing both your replies. Have no idea why it doesn't KTM (especially using 'x,')!

Have just tried changing DUB (in modded 1.6) to start


lookup_variants
{
carthaginian roman
carthaginian barbarian
carthaginian eastern
carthaginian egyptian
eastern egyptian
greek roman

adding carthaginian in for existing roman and / or barbarian buildings now works Ok and doesn't mess up hidden_resource disabled buildings. Thanks.

Dol Guldur
05-22-2006, 22:58
Great. If all else fails, DUB it! ;)

You actually added an x and it didn't complain?

Makanyane
05-23-2006, 20:17
Aaarghhh,:oops: just re-tested and found that game accepting 'x,' (and carthaginian) in those positions without error message / KTM was due to me not deleting map.rwm, other changes were being picked up so didn't think I had to delete it for EDB changes. :embarassed:

blacksnail
06-10-2006, 23:42
Cunctator has confirmed that the "recruit & bonus" CTD mentioned in posts #91-95 of this thread is only caused when the recruit line includes a building conditional. A recruit line with HRs does not cause a CTD when in the same building as a bonus.

Dol Guldur
06-11-2006, 00:15
Well, that's all of us in agreement then ;)

I wonder what causes the CTD to kick in once a certain number of BC units are availble from a building? Still, I have abandoned any BC recruitment ideas so it is of no matter.

Teleklos Archelaou
08-10-2006, 05:49
Bump! :laugh4:

What I might think is one of the most important threads on RTW modding (discussion thread that is) needs some spect!

A question or two that may or may not get answered - they're sort of specific:

-Is not having any capabilities (bonuses or recruitment) for a complex level going to cause a problem? Anyone ever had a problem and directly traced it to this?

-At the end of each building complex you find this:
upgrades
{
}
}
}
plugins
{
}
}

The question is - is this part

plugins
{
}
really necessary? Will it cause problems if it's not there?

Dol Guldur
08-10-2006, 08:43
Thx. for the bump ;)

I've had buildings with no capabilities for unimplemented factions; and I am sure at some stage I must have had the same for implemented factions (i.e. working in game) as I set up new building trees for them; not 100% sure though.

The plugin section, as you know, is defunct; I've tested that it can be removed (just now) but have not thoroughly tested the consequences of doing so. I cannot see how it would hurt but best to test it thoroughly first.

EDIT: <<< Squid has discovered that the plug-in has some limited value with scripts (see EDB Guide update)

Makanyane
09-03-2006, 20:22
EDIT: Have problem with churches that are in descr_strat not appearing in certain settlements when you start game with MICROMANAGE_ALL_SETTLEMENTS:FALSE in preferences - if this is set to TRUE they appear as normal! Had thought it was side effect of some extensive changes to church system in EDB - after much testing and finally substituting vanilla EDB back in - it appears not to be the culprit, so have editted out my original post and will post elsewhere.

Sorry !!!!

Renaissance37
12-09-2007, 22:14
The romans have the great advantage of the highways. I wanted to mod the game so as to start with highways in every single province. I figure this should not be too complicated. Can someone point me in the right direction as to how to do this (I think it is in the descr_strat.txt file). Thanks.

Charge
12-10-2007, 09:23
{
type defenses wooden_pallisade
}
building
{
type hinterland_roads highways
}
building
{

add/retype in each city

they will be of roman culture though, unless you'll change edb and ui..a bit more complicated :):clown:

Renaissance37
12-11-2007, 21:17
{
type defenses wooden_pallisade
}
building
{
type hinterland_roads highways
}
building
{

add/retype in each city

they will be of roman culture though, unless you'll change edb and ui..a bit more complicated :):clown:

..And this is done in the descr strat file under maps/imperial campaign? Does it need to be changed in any other files also? I did this first (for Arretrium) and it still displayed the "roads" on the map, not "highways".

Squid
12-11-2007, 21:41
Did you alse remove the entry for the roads?

Renaissance37
12-19-2007, 03:21
Did you alse remove the entry for the roads?

So what should the code look like?

Renaissance37
12-19-2007, 03:27
Are there any fully functioning scenario Mods (downloadable) for Rome?

Also, a question about Medieval War 2.....It seems Venice can have all the Knights orders, but the game is only letting me build Hospitallars. How can I build the chapter houses for the other orders? Also, are there any events that need to be triggered to build these chapter houses?

Squid
12-19-2007, 06:16
First question: yes plenty

Second question: wrong forum, try asking over in the M2TW part of the site

Renaissance37
12-19-2007, 16:10
First question: yes plenty

Second question: wrong forum, try asking over in the M2TW part of the site

Where can I get the Mods?

Dol Guldur
12-19-2007, 18:37
This is probably one of the most up-to-date compilations of released mods...

http://www.twcenter.net/wiki/Released_Mods

And please do not ask these questions in the wrong forum/thread as others will use these to source certain information and have to wade through irrelevant postings. Thx ;)

Renaissance37
12-19-2007, 19:03
This is probably one of the most up-to-date compilations of released mods...

http://www.twcenter.net/wiki/Released_Mods

And please do not ask these questions in the wrong forum/thread as others will use these to source certain information and have to wade through irrelevant postings. Thx ;)

Sorry about that.

Red Spot
01-01-2008, 09:03
something I just found out that seems to work, though I still wouldnt recommend using it .. :D

building core_building
{
levels governors_house governors_villa governors_palace proconsuls_palace imperial_palace
{
governors_house requires factions { barbarian, carthaginian, eastern, egyptian, greek, }
{
capability
{
law_bonus bonus 4
law_bonus bonus 2 requires factions { romans_senate, germans, }
}
construction 4
cost 4000
settlement_min village
upgrades
{
governors_villa
}
}
governors_villa requires factions { barbarian, carthaginian, eastern, egyptian, greek, }
{
capability
{
agent diplomat 0 requires factions { roman, }
law_bonus bonus 5
law_bonus bonus 3 requires factions { romans_senate, germans, }
}
construction 6
cost 6000
settlement_min town
upgrades
{
governors_palace
}
}
governors_palace requires factions { barbarian, carthaginian, eastern, egyptian, greek, }
{
capability
{
agent diplomat 0 requires factions { roman, }
law_bonus bonus 3
happiness_bonus bonus 3
law_bonus bonus 3 requires factions { romans_senate, germans, }
recruits_exp_bonus bonus 1 requires not factions { romans_julii, }
}
construction 8
cost 8000
settlement_min large_town
upgrades
{
proconsuls_palace
}
}
proconsuls_palace requires factions { carthaginian, eastern, egyptian, greek, }
{
capability
{
agent diplomat 0 requires factions { roman, }
law_bonus bonus 3
happiness_bonus bonus 4
law_bonus bonus 3 requires factions { romans_senate, germans, }
recruits_exp_bonus bonus 2 requires not factions { romans_julii, }
}
construction 12
cost 16800
settlement_min city
upgrades
{
imperial_palace
}
}
imperial_palace requires factions { carthaginian, eastern, egyptian, greek, }
{
capability
{
agent diplomat 0 requires factions { roman, }
upgrade_bodyguard 1
law_bonus bonus 4
happiness_bonus bonus 4
law_bonus bonus 4 requires factions { romans_senate, germans, }
recruits_exp_bonus bonus 2 requires not factions { romans_julii, }
}
construction 16
cost 25600
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building core_building
{
levels governors_house governors_villa governors_palace proconsuls_palace imperial_palace
{
governors_house requires factions { roman, }
{
capability
{
law_bonus bonus 4
law_bonus bonus 2 requires factions { romans_senate, germans, }
}
construction 4
cost 4000
settlement_min village
upgrades
{
governors_villa
}
}
governors_villa requires factions { roman, }
{
capability
{
agent diplomat 0 requires factions { roman, }
law_bonus bonus 5
law_bonus bonus 3 requires factions { romans_senate, germans, }
}
construction 6
cost 6000
settlement_min town
upgrades
{
governors_palace
}
}
governors_palace requires factions { roman, }
{
capability
{
agent diplomat 0 requires factions { roman, }
law_bonus bonus 3
happiness_bonus bonus 3
law_bonus bonus 3 requires factions { romans_senate, germans, }
recruits_exp_bonus bonus 1 requires not factions { romans_julii, }
}
construction 8
cost 8000
settlement_min large_town
upgrades
{
proconsuls_palace
}
}
proconsuls_palace requires factions { roman, }
{
capability
{
agent diplomat 0 requires factions { roman, }
law_bonus bonus 3
happiness_bonus bonus 4
law_bonus bonus 3 requires factions { romans_senate, germans, }
recruits_exp_bonus bonus 2 requires not factions { romans_julii, }
}
construction 12
cost 16800
settlement_min city
upgrades
{
imperial_palace
}
}
imperial_palace requires factions { roman, }
{
capability
{
agent diplomat 0 requires factions { roman, }
upgrade_bodyguard 1
law_bonus bonus 4
happiness_bonus bonus 4
law_bonus bonus 4 requires factions { romans_senate, germans, }
recruits_exp_bonus bonus 2 requires not factions { romans_julii, }
}
construction 16
cost 25600
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}


Seems you can happilly use double entries in EDB, in the case of the core-building it will get you the regular core-building and a destroyable-regular-building, where the last acts as normal building and the first stays as it worked before ... (could possibly be usefull for mimicking settlement-levels, I guess ...)


G

Dol Guldur
01-01-2008, 12:41
That's interesting Red Spot. I had not thought to try that as every other file seems to complain at double entries.

Has it been tested thoroughly? What happens if you have building conditionals testing for the existence of that building? Which one does it take? How does it affect scripting when testing for a building in both those trees? Do the associated text files work correctly for both? How does it display in the building browser? Presumably the cards all work? Does the second entry count as another entry or can it be used to deceive the engine into having more than 64 tech trees? What happens if the tree name is the same but the level names differ? The EB file also accepts double entries then?

Lots of questions. :laugh4:

I'll update the EDB if this can be shown to be working smoothly and of use.

Red Spot
01-01-2008, 16:50
I think its some sort of legacy from before they implemented the actual core-building, as its displayed in the building-browser as something like "first building" but doesnt cause any errors ...

You can just build it as a regular building and any building requirement can be split up, 1 way, as you can check when a core-building is being build by attaching things to the settlement-lvl, but you cant be sure the other way around, afaik yet ...

Havent tried this with regular building, just tested it for an other feature I'm looking into, though I realised later on with a bit of trickery I can just as well implement it without the need for double entries in EDB, so it hasnt been tested very well at all ..


G

Dol Guldur
01-24-2008, 12:57
Important: Discovery

I should add here, as I believe I neglected to do it when I discovered it, the fact that there is a way of controlling recruitment of available units beyond the simple availability we have all been used to.

I have updated the EDB Guide (4 months ago in fact) but, with the exception of the EB Team, I believe I have not announced it generally. Sorry :(

The game will block recruitment of units that have a weapon tech that is in the negative. It is possible to use negative bonuses (see Guide) to achieve this. By restoring the negative to a bonus the unit with that weapon tech becomes available again. Both EB and FATW use this technique should you wish to see examples. I have not looked at how EB has implemented it but I should warn you the FATW implementation is very complex (advanced coders only!). lol

See the opening post of this thread for a link to the EDB Guide.

Red Spot
01-24-2008, 21:10
are there any sort of negative effects DG, something to look after ..

I've got an interest in this .. er .. feature though somewhere I wont use it untill some proper testing or confirmation its perfectly safe to use as something tells me this has its side-effects, though thats just "a feeling" ...


G

Aradan
01-24-2008, 21:24
No side-effects spotted so far in FATW (we have been using this since summer and added an extra 'layer' of complexity two-three months ago). And I can assure you DG *tests* stuff really well. ;) What does your "feeling" tell you the problem might be?

Red Spot
01-24-2008, 21:37
somehow the AI tripping over the fact that the building allows recruitment of X unit though it effectivly doesnt .... basicly you're fooling the AI (and player) in a way, wich could say for instance prevent them recruiting as much men as they would if the units that is available is available ...
An other would be it might screw up armour/weapon-lvl's in a way you'd have to "mod around" those issues, didnt really have any realistic doubts its a problem though I felt like *testing* once I first read about it in the guide.

Thanks for the reply and I hope you dont mind if I do have a looksee at some of FATW's features when I get around to certain tweaks ... ;)


G

Squid
03-27-2008, 18:44
I was digging around in exe with a hex editor, and found reference to a conditional port. I've tested port and it returns true in any coastal region. It works for both building conditions (i.e. to determine if a building can be built) and as a capability condition.

EDIT: The only thing I haven't tested is if it will return true in a coastal region that doesn't have a white pixel for a port in map_regions.tga.

Dol Guldur
03-27-2008, 20:45
Interesting. Have you tested to make sure it works both negatively and positively? Some legacy coding is recognized but just returns true all the time.

Also, can you give an example of your code.

Thx.

Squid
03-27-2008, 23:52
I don't think it's legacy code so much as a feature they didn't actually need to use (at least explicitly), my hunch is that the port building makes use of this conditional implicitly.

Both positive and negative work:

For capability I added the following to a building:



tradeable_income_bonus bonus 1 requires port


In a coastal settlement (without any port building built) the bonus appeared in the building browser, in an adjacent non-coastal settlement the bonus did not appear. So it gives true/false values as expected and isn't tied to the presence of a port building.

Similarily I added and port to the requirements for one building. I checked two settlements one on the coast the other inland, the coast settlement had the building in the browser, the inland settlement did not.

As I said in my last post, I still have to test if a coastal region without the ability to build a port would make the condition return true.

Dol Guldur
04-04-2008, 17:03
Guide updated to include reference and link to Squid's research/findings on plugins here: https://forums.totalwar.org/vb/showthread.php?t=101525

Thx. Squid - hopefully I will get time to ponder this and the above some time soon, but due to lack of time you may need to step forward as the EDB guru now :yes:

Ramashan
04-14-2008, 04:33
I've been trying to edit the EDB file for the better part of a day now, but whenever I add a new building, the game simply crashes at start up. I've been modding for a year now and have managed to change just about everything in the game, including settlement plans, but adding a building, which seems simple enough has, completely stumped me.

Here is what I am doing.

At first, I'll admit I attempted to bite off a bit more than I coud chew by attempting to follow not only this Guide to EDB but also trying more advanced editing found here: Adding 500+ Buildings (https://forums.totalwar.org/vb/showthread.php?t=56549)

As I was editing the EDB I not only had both the Complete Guide to EDB and the above thread open, but also this tutorial: Building editing, building adding, guide (http://www.twcenter.net/forums/showthread.php?=13734)

I am trying to create a new building set that I named: barracks_aztec

I have also kept the original barracks set, just removed the factions I want to use in the barracks_aztec.

I am also trying to create a branched barracks tree that will be based on whether or not a specific temple is built in the city. This way we can have recruitment specific to the existance of that specific temple.

At first I followed the EDB Guide and the 500+ and came up with this;



;building barracks_aztec
;{
; levels aztec_militia_barracks warrior_missile_barracks warrior_heavy_infantry_barracks elite_warrior_barracks house_of_eagle_warriors_quauhcalli priest_missile_barracks priest_heavy_infantry_barracks elite_priest_barracks
; {
; aztec_militia_barracks requires factions { pontus, dacia, }
; {
; capability
; {
; }
; construction 2
; cost 600
; settlement_min village
; upgrades
; {
; warrior_missile_barracks
; priest_missile_barracks
; }
; }
; warrior_missile_barracks requires factions { pontus, dacia, }
; {
; capability
; {
; }
; construction 3
; cost 800
; settlement_min large_town
; upgrades
; {
; warrior_heavy_infantry_barracks
; }
; }
; warrior_heavy_infantry_barracks requires factions { pontus, dacia, }
; {
; capability
; {
; }
; construction 4
; cost 1600
; settlement_min large_town
; upgrades
; {
; elite_warrior_barracks
; }
; }
; elite_warrior_barracks requires factions { pontus, dacia, }
; {
; capability
; {
; }
; construction 5
; cost 3200
; settlement_min city
; upgrades
; {
; house_of_the_eagle_warriors_quauhcalli
; }
; }
; house_of_the_eagle_warriors_quauhcalli requires factions ( dacia, pontus, }
; {
; capability
; {
; }
; construction 7
; cost 6400
; settlement_min large_city
; upgrades
; {
; }
; }
; priest_missile_barracks requires factions { pontus, dacia, }
; {
; capability
; {
; }
; construction 3
; cost 800
; settlement_min large_town
; upgrades
; {
; priest_heavy_infantry_barracks
; }
; }
; priest_heavy_infantry_barracks requires factions { pontus, dacia, }
; {
; capability
; {
; }
; construction 4
; cost 1600
; settlement_min large_town
; upgrades
; {
; elite_priest_barracks
; }
; }
; elite_priest_barracks requires factions { pontus, dacia, }
; {
; capability
; {
; }
; construction 5
; cost 3200
; settlement_min city
; upgrades
; {
; house_of_the_eagle_warriors_quauhcalli
; }
; }
; }
; plugins
; {
; }
;}


Which made the game crash at start up. I was also adding all the building levels to desc_ui-buildings so that I could perhaps test it with out creating all the building cards.

When it didn't work, I ; out all the code and the game loaded fine.

The next step was to see if I screwed up the other files that needed to be edited. So, I edited a building in the vanila barracks line:



building barracks
{
levels muster_field aztec_militia_barracks city_barracks army_barracks royal_barracks
{
muster_field requires factions { barbarian, carthaginian, armenia, egyptian, }
{
capability
{
}
construction 2
cost 600
settlement_min town
upgrades
{
aztec_militia_barracks
}
}
aztec_militia_barracks requires factions { barbarian, numidia, armenia, egyptian, }
{
capability
{
}
construction 3
cost 1200
settlement_min large_town
upgrades
{
city_barracks
}
}
city_barracks requires factions { barbarian, carthaginian, armenia, egyptian, }
{
capability
{
}
construction 4
cost 2400
settlement_min city
upgrades
{
army_barracks
}
}
army_barracks requires factions { carthaginian, armenia, egyptian, }
{
capability
{
}
construction 6
cost 4800
settlement_min large_city
upgrades
{
royal_barracks
}
}
royal_barracks requires factions { seleucid, roman, }
{
capability
{
}
construction 7
cost 9600
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}


This is the coding in export_desc_building_enums:


aztec_militia_barracks
aztec_militia_barracks_desc
aztec_militia_barracks_desc_short
aztec_militia_barracks_pontus_desc
aztec_militia_barracks_pontus_desc_short
aztec_militia_barracks_dacia_desc
aztec_militia_barracks_dacia_desc_short
aztec_militia_barracks_armenia_desc
aztec_militia_barracks_armenia_desc_short
aztec_militia_barracks_barbarian_desc
aztec_militia_barracks_barbarian_desc_short
aztec_militia_barracks_numidia_desc
aztec_militia_barracks_numidia_desc_short
aztec_militia_barracks_egyptian_desc
aztec_militia_barracks_egyptian_desc_short


And here it is in export_desc_building




{aztec_militia_barracks} Militia Barracks

{aztec_militia_barracks_desc} WARNING! This baseline description should never appear on screen!

{aztec_militia_barracks_desc_short} WARNING! This baseline description should never appear on screen!

{aztec_militia_barracks_pontus_desc}
Militia and light infantry warriors were an essential part of every Mesoamerican army. Usually positioned at the rear of the battle line they would help fend off enemy attacks and assist the noble and elite warriors to take as many captives as possible.

{aztec_militia_barracks_pontus_desc_short}
Militia barracks train militia and light infantry warriors who were an essential part of every Mezoamerican army.

{aztec_militia_barracks_dacia_desc}
Militia and light infantry warriors were an essential part of every Mesoamerican army. Usually positioned at the rear of the battle line they would help fend off enemy attacks and assist the noble and elite warriors to take as many captives as possible.

{aztec_militia_barracks_dacia_desc_short}
Militia barracks train militia and light infantry warriors who were an essential part of every Mezoamerican army.

{aztec_militia_barracks_armenia_desc}
Militia and light infantry warriors were an essential part of every Mesoamerican army. Usually positioned at the rear of the battle line they would help fend off enemy attacks and assist the noble and elite warriors to take as many captives as possible.

{aztec_militia_barracks_armenia_desc_short}
Militia barracks train militia and light infantry warriors who were an essential part of every Mezoamerican army.

{aztec_militia_barracks_barbarian_desc}
Militia and light infantry warriors were an essential part of every Mesoamerican army. Usually positioned at the rear of the battle line they would help fend off enemy attacks and assist the noble and elite warriors to take as many captives as possible.

{aztec_militia_barracks_barbarian_desc_short}
Militia barracks train militia and light infantry warriors who were an essential part of every Mezoamerican army.

{aztec_militia_barracks_numidia_desc}
Militia and light infantry warriors were an essential part of every Mesoamerican army. Usually positioned at the rear of the battle line they would help fend off enemy attacks and assist the noble and elite warriors to take as many captives as possible.

{aztec_militia_barracks_numidia_desc_short}
Militia barracks train militia and light infantry warriors who were an essential part of every Mezoamerican army.

{aztec_militia_barracks_egyptian_desc}
Militia and light infantry warriors were an essential part of every Mesoamerican army. Usually positioned at the rear of the battle line they would help fend off enemy attacks and assist the noble and elite warriors to take as many captives as possible.

{aztec_militia_barracks_egyptian_desc_short}
Militia barracks train militia and light infantry warriors who were an essential part of every Mezoamerican army.


I also read that the carthiginian culture sometimes gives things problems with desc_ui_buildings so I followed the steps in the building editing tuorial and removed it.

Still the game crashed.

Then I went ahead and created new graphic files for aztec_militia_barracks and placed them in all the cutlure UI folders and named them appropriatly. And still is crashed. Everytime, its a CTD with no errors.

I am running the files out of a mod folder, so I don't know if there's anything else I need to do because of this.

Also, is there anything more I need to do to create a new building group other than writing it in the EDB and then adding barracks_aztec_name to EDBE and EB?

Sorry for the long post, but I wanted to show all my steps and my coding to make it easier for someone to see my mistakes and learn where I went wrong. Any help would be greatly appreciated, I've looked over all the coding and can't find any mistakes, but I'm not perfect.

Thanks ahead of time.

-Rama

Makanyane
04-14-2008, 07:21
To get round the Carthaginian problem you just need to remove one of the lookup lines for them at the top of descr_ui_buildings.

Not sure what your original problem was, but on the later example where you are replacing militia_barracks with aztec_militia_barracks, I would have thought you should have been getting error messages. The normal militia_barracks is part of a trigger in export_descr_advice.txt - removing buildings that are mentioned in that normally gives you a message if you're using -show_err....

I'd suggest fixing your EDB back to working condition and trying some a deliberate error in another file that you know should give error message, to make sure you are still getting -show_err messages, if you've got some other error somewhere blocking that it will add to your problems considerably.


On rest of stuff if you're patched to 1.5 you don't need to add anything to the enums file. I'd suggest you put in text file references for each culture though, eg like
{aztec_militia_barracks_eastern_desc}
and then put the faction specific stuff in below it. So you have the culture reference as fail safe - not having text in there for anyone who ends up with building will give an errorless CTD, but not until you try to view the building...

I've not tried the technique in your first bit of coding so can't really advise on that part.

Ramashan
04-14-2008, 17:39
Thank you for your help Makanyane.

Its usually takes at least one question before I figure out where I went wrong.

I did as you suggested and edited the EDB back to working perfectly then removed a coma from a the requires factions list and it gave me the expected error message.

I also created graphic cards for all the building levels. I was hoping I could get away with just placing them into the desc_ui_buildings file, but that doesn't seem to work for me.

I also went back through all my text and found I missed a word in only one of the building levels, this must have been the major issue. Now I have everything working, including the branched building tree.

Thanks for the prompt reply. It led me to figuring out all my problems.

HouseOfHam
06-03-2008, 19:49
A couple small corrections for the list of building effects, based on what I see coded in the BI exe and EDB files:

1) "population_fire_risk_bonus" -- the exe says just "fire_risk"
2) "bodyguard" -- should be "upgrade_bodyguard", as used in the BI EDB

Dol Guldur
06-04-2008, 10:57
Thx. Ham.

Edited :beam:

Dol Guldur
06-25-2008, 14:19
Just a small update - the "port" condition can be used for capabilities as well as building conditionals. So, for example, you can have a unit in a barracks that only is available in a coastal area (there is no CTD when right-clicking the unit name in the building scroll to bring up the unit info scroll). So no need for resource conditionals anymore in this context.

Still awaiting response from Squid as to whether the port condition detects the actual coast or just the presence of the port in map_regions.tga though.

Guide updated.

Squid
07-09-2008, 22:16
Sorry, I totally forgot about checking that. I removed the port from a coastal region in map_regions.txt, and the building linked to the port condition was not available to build. The port condition is linked to the white port pixels being present in map_regions.tga

Dol Guldur
07-10-2008, 08:49
Thx Squid. Guide updated.

Centurion Varricus
09-05-2008, 12:25
I noticed in the "Complete EDB Guide", there was a reference to "building_faction { x }"
Do you know if this feature works in BI?

Many Thanks

Dol Guldur
09-05-2008, 13:45
No, it does not as far as we can tell. I, and others, have tested it and it seems to be ignored.

Centurion Varricus
09-12-2008, 13:20
Thanks DG

I also wanted to ask about merging building trees

Im Using a hidden resource to make available part of a tree in some regions, which ultimately returns to the main trunk. But this is returning a gap in building tree error msg when I exit the game.


Example

Building 1 (Base Building of tree) Upgrades Bldg2, Bldg3

Bldg2 if hidden resource (A) not available then upgrades to Bldg4
Bldg3 if hidden resource (A) is available then also upgrades to Bldg4

I hope that makes sense

Is there a guide to error messages anywhere or do you have any ideas what is causing this and how to prevent it?

Many Thanks

Dol Guldur
09-12-2008, 13:25
A NOT conditional will block the level and cause the gap error most likely. Use a positive conditional to test it out, if not then you have left a genuine gap in the factions for the upgrades.

Centurion Varricus
09-12-2008, 13:39
Blimey that was quick

This is the first code line with the NOT conditional


kelt_govt_2 requires factions { gauls, } and not hidden_resource indo_european

How can I use an AND and still obtain the same effect?

Also going back to my first question above, I thought you might like to see the result of something I tested.

Under the capabilities of the roman xxxxxx building, I added the following code line


law_bonus bonus 40 requires building_factions { rome_republic, }

This returned the result
bonus due to law 200% in the building description

On completing the building the public order had jumped from 80% to 205% in the city scroll for rome

To complete the test though, we need another faction to conquor a region where this is built, and check the bonus doesnt give the new faction that bonus

Dol Guldur
09-12-2008, 13:53
I'm on my lunch break ;)

You need to use a positive such as not_indo_european. Try that.


building_factions, as I said before, is ignored and so the result you get is not unexpected. Let me know if it changes but I think you'll find it will not.

HouseOfHam
09-12-2008, 16:37
Using a positive would not solve the logical contradition of


kelt_govt_4 requires factions { gauls, } and hidden_resource indo_european and hidden_resource not_indo_european


Besides, it wastes hidden resources and creates extra work in having to code hidden resources for every region.

Dol Guldur
09-12-2008, 23:08
Um, you'd use the not_indo_european HR instead of the not indo_european, not together in the same argument. But in any case, if it is tested this way and still fails then he may have the factions with a gap.

FATW covers most things, as do other mods; just see how they get around it.

Centurion Varricus
09-14-2008, 19:56
is it possible the building faction works like the faction capability, ie building capability?

EDIT: tested and no it doesnt

Dol Guldur
09-14-2008, 23:01
I think I pretty much tested all possibilities - there might be some posts in this thread about it if you search. Good luck though :)

PatricianS
10-22-2008, 12:03
Hey,

Great Guide! Really usefull.

I had a question though... Is there a way to require a specific building level in a tree? (ie not only a level and all levels that come after it)

I have already tried to do this:

requires building_present_min_level treeX level_2 and not building_present_min_level treeX level_3
The code above does work, but when shutting the game down this seems to cause an error saying

[..] Gap in building tree prior to building [...]
If there is no solution for this, is there then maybe a way to block this error message? It seems kid of useless to me since the code simply works...


Thanks in advance!!

~ PS

Thor the Bassist
10-22-2008, 13:19
a way to block this error message?

Remove -show_err from your shortcut. If you need to test things and you think this error is blocking other errors then simply put a ; before the "and not" part and then test. Bit of a pain but thats all I can think of unless there's another problem other than what you've quoted.

PatricianS
10-22-2008, 17:02
Unfortunately this error seems to appear whenever you make a requirement for something and then in the same line make it a "requires not"... It happens with hidden resources as well as with the same building tree :(

Guess that's the only options left then... Thanks for the answer :D

DimeBagHo
10-23-2008, 01:39
Unfortunately this error seems to appear whenever you make a requirement for something and then in the same line make it a "requires not"... It happens with hidden resources as well as with the same building tree :(

Guess that's the only options left then... Thanks for the answer :D

Make a hidden resource that is not present in any region and add an 'or' condition to the end of the requirements line. Like this:


requires building_present_min_level treeX level_2 and not building_present_min_level treeX level_3 or hidden_resource nowhere

I use this for filling in all sorts of "gaps" in the building DB. I tested this quickly, and it all seemed to work as intended with no error message.

PatricianS
10-23-2008, 12:07
Make a hidden resource that is not present in any region and add an 'or' condition to the end of the requirements line. Like this:


requires building_present_min_level treeX level_2 and not building_present_min_level treeX level_3 or hidden_resource nowhere

I use this for filling in all sorts of "gaps" in the building DB. I tested this quickly, and it all seemed to work as intended with no error message.
hmm...

Thanks for thinking, but this won't work :(

The game gives an error already on the first part of this line... (before your "or hidden_resource nowhre")

I'm afraid that the only option is what Thor the B. said... with the ; in front of the trouble area's... :(

DimeBagHo
10-23-2008, 12:36
The game gives an error already on the first part of this line... (before your "or hidden_resource nowhere")
Are you sure you didn't just make a mistake with the earlier conditions? I tried a couple of versions:

blacksmith requires building_present_min_level market trader and not building_present_min_level port_buildings port or hidden_resource nowhere

blacksmith requires building_present_min_level market trader and not building_present_min_level market forum or hidden_resource nowhere
Both loaded fine. With the first one the blacksmith was available to build in settlements with a trader, but not in settlements with a port. Afterwards the game exited fine with no error messages from either version. Obviously you need to add the resource 'nowhere' at the top of EDB.

CaesarVincens
03-04-2009, 16:52
I've found an interesting phenomenon concerning the Carthaginian culture UI bug.

What I found was that after working around the bug (deleting a line referencing Carthaginian in DUB) and loading my mod, I could re-add the line for Carthaginian in DUB with no ill effects.

This may not seem like a big deal, but it means I don't have to create new UI cards for the Carthaginian culture for every new (non-eastern) building.

In fact, I just realized that the Extended Greek Mod benefits from this, perhaps unknowingly, because it doesn't use any special Carthaginian UI cards, but clearly has new buildings from vanilla. And my modifications of the Extended Greek Mod also include new buildings, some exclusively for Carthage, and I created no new cards either.

Squid
03-05-2009, 19:14
Technically, you never have to create new UI cards, you just need to copy the UI card from the appropriate culture folder and rename it.

CaesarVincens
03-08-2009, 18:27
Well, I know, but I meant that that is unnecessary as well. The game correctly finds the cards from the other cultures with no problems.

Ramashan
04-03-2009, 17:40
I have coded in a building tree with more than one upgrade and have had it work fine. But I'm trying to make a tree that up grades different buildings for different factions. The code looks like this;



building taverns
{
levels tavern tavern_faction1 tavern_faction2 tavern_faction3 tavern_faction4
{
tavern requires factions { pontus, dacia, egypt, armenia, numidia, }
{
capability
{
}
construction 1
cost 200
settlement_min village
upgrades
{
tavern_faction1
tavern_faction2
tavern_faction3
tavern_faction4
}
}
tavern_faction1 requires factions { pontus, dacia, }
{
capability
{
}
construction 2
cost 800
settlement_min town
upgrades
{
}
}
tavern_faction2 requires factions { egypt, }
{
capability
{
}
construction 2
cost 800
settlement_min town
upgrades
{
}
}
tavern_faction3 requires factions { armenia, }
{
capability
{
}
construction 2
cost 800
settlement_min town
upgrades
{
}
}
tavern_faction4 requires factions { numidia, }
{
capability
{
}
construction 2
cost 800
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}


I can build the tavern but I don't get the option to build any of the factional upgrades. What am I doing wrong or overlooking? Any help would be appreciated.

Thor the Bassist
04-03-2009, 17:55
You could try making the effects faction specific rather than the buildings faction specific although that code looks right so it should work.

Aradan
04-03-2009, 18:21
Try changing the conditionals like that:

1st-faction: requires factions { pontus, dacia, } or factions { egypt, armenia, numidia, } and hidden_resource non-existant
2nd-faction: requires factions {egypt, } or factions { armenia, numidia, } and hidden_resource non-existant
3rd-faction requires factions {armenia, } or factions { numidia, } and hidden_resource non-existant
4th-faction: requires factions {numidia, }

Ramashan
04-05-2009, 23:17
I did as you suggested Aradan and now I can construct the next level. However, it seems to just completely ignore the the requirements and the construction tree shows only the info for what ever building level is next in the building tree regardless if the faction is a requirement or not.

lim_lucky
05-18-2009, 10:13
I am currently modding my own version of RTW and I am using the ALEXANDER engine, not RTW or BI. I am not 100% sure that this has not been posted, but it is not in the EDB guide so I decided to post what I found:

under the upgrades:

building government
{
levels gov1 gov2 gov3 gov4 gov5 gov6 gov7 gov8
{
gov1 requires factions { ... } ;(1)
{
capability
{
...
}
construction 1
cost 200
settlement_min village
upgrades
{
gov2 requires factions { romans_julii, } and not hidden_resource italy
gov6 requires factions { romans_julii, } and hidden_resource italy
gov7 requires factions { romans_julii, } and hidden_resource italy
gov2 requires factions { carthage, } ;and hidden_resource
gov2 requires factions { egypt, } ;and hidden_resource
gov3 requires factions { egypt, } ;and hidden_resource
gov4 requires factions { egypt, } ;and hidden_resource
gov2 requires factions { armenia, } ;and hidden_resource
gov3 requires factions { armenia, } ;and hidden_resource
}
}
;...
gov2 requires factions { ... } ;(2)NOTICE no requirements
;...
}

When I tried this out in the game, the gov2, 6 and 7 buildings for romans_julii was only present in places with the hidden resources as specified even though the gov2, 6, 7 buildings DID not have any requirements tied to it - refer to (2).

This opened up a lot of possibilities for me because I was no longer restricted to doing the usual building requirements in the opening statement - refer to (1) which did not allow complex conditions.

I have not tested whether there will be a CTD, but it seems to run fine for a few turns of testing. However, there is draw back as the game always report an error only upon quitting, which is harmless from my point of view.

I have yet to try this out, but I plan to use such a function to create the following upgrade statements based on hidden resources which will define specific regions:

e.g.
upgrades
{
upgrade1 requires factions { romans_julii, } and hidden_resource 1 and hidden_resource 2
upgrade2 requires factions { romans_julii, } and hidden_resource 2 and hidden_resource 3
upgrade3 requires factions { romans_julii, } and hidden_resource 4 and hidden_resource 5
upgrade4 requires factions { romans_julii, } and hidden_resource 6 and hidden_resource 7
upgrade5 requires factions { romans_julii, } and hidden_resource 1 and hidden_resource 9
;... etc.
}

lim_lucky
05-18-2009, 10:22
I have coded in a building tree with more than one upgrade and have had it work fine. But I'm trying to make a tree that up grades different buildings for different factions. The code looks like this;


This is a continuation from my earlier post, I believe my upgrade options will the solution.



gov2 requires factions { ... }
{
capability
{
;imperium
law_bonus bonus 1 requires factions { romans_julii, }
population_loyalty_bonus bonus -1 requires factions { romans_julii, }
taxable_income_bonus bonus 1 requires factions { romans_julii, }
;new colony
happiness_bonus bonus -1 requires factions { carthage, }
law_bonus bonus 1 requires factions { carthage, }
trade_base_income_bonus bonus 1 requires factions { carthage, }
;controlled allied state
taxable_income_bonus bonus 4 requires factions { numidia, }
happiness_bonus bonus -1 requires factions { numidia, }
;satrapy
law_bonus bonus -2 requires factions { armenia, }
taxable_income_bonus bonus 1 requires factions { armenia, }
recruits_morale_bonus bonus -1 requires factions { armenia, }
}
construction 2
cost 400
settlement_min town
upgrades
{
gov3 requires factions { romans_julii, } and not hidden_resource italy
gov4 requires factions { romans_julii, } and not hidden_resource italy
gov5 requires factions { romans_julii, } and not hidden_resource italy
;client states
gov3 requires factions { carthage, }
;hegemony
gov4 requires factions { carthage, }
;punic colony
gov5 requires factions { carthage, } ;and hidden_resource
;hyparchy
gov4 requires factions { egypt, } ;and hidden_resource
;royal satrapy
gov4 requires factions { armenia, } ;and hidden_resource armenia_home
}
}

Dol Guldur
05-20-2009, 16:07
I have not had time to digest this yet, but an exit error report is not a good sign. Even if there is no underlying potential game-breaking issue, the error may mask more serious reports associated with other elements of the modification.

I would avoid any error reports whatsoever.

lim_lucky
05-23-2009, 10:58
I have not had time to digest this yet, but an exit error report is not a good sign. Even if there is no underlying potential game-breaking issue, the error may mask more serious reports associated with other elements of the modification.

I would avoid any error reports whatsoever.

In response to your concerns, I have extracted the error after exiting the game. I hope you can enlighten me on the seriousness of such an error because I usually try to ignore such errors and add a simple condition to avoid such errors from occurring.

Script Error in exrm/data/export_descr_buildings.txt, at line 10059, column 4. Building DB error - faction romans_julii has a gap in building prior to gov6

The line 10059 corresponds to the last line in export_descr_buildings.txt
I will skip many of the unnecessary coding and jump to the crucial parts because the coding is correct as the game is able to load. The reason for the "gap" is because the structure of my government building for romans_julii is as follows:



;building levels
levels gov1 gov2 gov3 gov4 gov5 gov6 gov7 gov8

;gov1
upgrades
{
gov2 requires factions { romans_julii, } and not hidden_resource italy
gov6 requires factions { romans_julii, } and hidden_resource italy
gov7 requires factions { romans_julii, } and hidden_resource italy
}

;gov2
upgrades
{
gov3 requires factions { romans_julii, } and not hidden_resource italy
gov4 requires factions { romans_julii, } and not hidden_resource italy
gov5 requires factions { romans_julii, } and not hidden_resource italy
}

;gov3
upgrades
{
gov8 requires factions { romans_julii, }
}

;gov4
upgrades
{
gov8 requires factions { romans_julii, }
}

;gov5
upgrades
{
gov8 requires factions { romans_julii, }
}

;gov6
upgrades
{
gov8 requires factions { romans_julii, }
}

;gov7
upgrades
{
gov8 requires factions { romans_julii, }
}


I haven't tested this code out but I suppose it should remove the exit error, i.e. by attaching a hidden resource requirement which will not be present at all.



gov1 requires factions { romans_julii, } and not hidden_resource not_here


I have not fully tested what I discovered because I have yet to link up the rest of the buildings for all the factions. If it works, I do not need to rely simply on scripts to settle the complex building requirements like some mods like EB has done. Once I have settled all the government details of all the factions, I would do a test and show my findings.

Dol Guldur
05-23-2009, 16:46
We look forward to your findings. Seems interesting!

Do remember to test it both ways (positively and negatively) as sometimes a piece of redundant or useless code that is not reported as incorrect may nevertheless pass as a positive and mislead.

I meant, with the exit report, that the game seems to only report one error (or one sort of error) and it therefore may mask another error at work - so it's always good to make sure you resolve an exit error when it appears.

Best of luck.

CaesarVincens
06-01-2009, 19:57
Excellent find, lim_lucky.

I'll be doing some testing with this as well.

lim_lucky
06-09-2009, 03:27
Do remember to test it both ways (positively and negatively) as sometimes a piece of redundant or useless code that is not reported as incorrect may nevertheless pass as a positive and mislead.

Best of luck.

Before I proceed with the findings, I have 1 question: Dol Guldur, what do u mean by testing it both ways?

I'm finally completed with the building description and some upgrade options.
Before I continue with the findings, I have to stress that I am only using the ALEXANDER engine, not RTW or BI so I cannot guarantee it will work for the older engines.

I will first summarize all the details which are indicative of my findings:

1) Upgrade statements based on hidden resources which defines specific regions may be possible for different factions within the same building tree, however note that this is only based on a one time testing which is definitely not exhaustive. This sort of solves the complex logic required to allow different factions to have different upgrade options in different regions.
e.g.
upgrades
{
upgrade1 requires factions { romans_julii, } and hidden_resource 1 and hidden_resource 2
upgrade2 requires factions { cathage, } and hidden_resource 2 and hidden_resource 3
upgrade3 requires factions { egypt, } and hidden_resource 4 and hidden_resource 5
upgrade4 requires factions { scythia, } and hidden_resource 6 and hidden_resource 7
;... etc.
}
2) The upgrade options seem to reject building_present_min_level requirements as it will CTD on the turn the building is completed.

3) I have not checked whether the following requirements will work because it do not intend to use it in my upgrade options for my personal mod.
resource
building_present
marian_reforms
building_present

4) After I have allocated the hidden resources in the other regions, I will continue to post any other findings, especially with regards to other faction upgrade options once their hidden resource requirements are filled. I really hope it will work well with the rest of the factions.

Disclaimer: I only intend to post whatever I find asap, and I have no intention to test upgrade requirements as stated in 3. Any other modder should be able to test it easily, but I feel that a 'positive test' does not seem to expand the building options that much and I am quite tight with other commitments as well, so I'm giving it a miss.

Details:
I have only tested with the factions romans_julii, because I have yet to place other hidden_resources for the other factions. So please ignore code for all other factions for simplicity.



building government
{
levels gov1 gov2 gov3 gov4 gov5 gov6 gov7 gov8
{
gov1 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, scythia, numidia, }
{
capability
{
law_bonus bonus 1 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, }
}
construction 1
cost 200
settlement_min village
upgrades
{
;imperium ;and not building_present_min_level hinterland_loc1 a_italia
gov2 requires factions { romans_julii, } and not hidden_resource italy
;sociorum(18) ;and building_present_min_level hinterland_loc1 a_italia
gov6 requires factions { romans_julii, } and hidden_resource italy
gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 ;Trinakrie, Corieltauvae
gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 ;Sicilia
gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 ;Elimya
gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8 ;Insubramrog
gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8 ;Venetia
gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 ;Korsim
gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8 ;Sardin
;sine suffragio(10)
gov7 requires factions { romans_julii, } and hidden_resource italy
;autonomous allied state
gov2 requires factions { egypt, }
;controlled allied state
gov3 requires factions { egypt, }
;hyparchy
gov4 requires factions { egypt, }
;allied territory
gov2 requires factions { epirus, }
gov2 requires factions { macedon, }
;controlled territory, garrisoned state
gov3 requires factions { epirus, }
gov3 requires factions { macedon, }
;semiautonomous satrapy
gov2 requires factions { thrace, }
;satrapy
gov2 requires factions { armenia, }
;allied kingdom
gov3 requires factions { armenia, }
;allied state
gov2 requires factions { pontus, }
;satrapy
gov3 requires factions { pontus, }
;3 allied tribes
gov2 requires factions { dacia, }
gov2 requires factions { germans, }
gov2 requires factions { spain, }
}
}
gov2 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
{
capability
{
;imperium
law_bonus bonus 1 requires factions { romans_julii, } and not hidden_resource italy
population_loyalty_bonus bonus -1 requires factions { romans_julii, } and not hidden_resource italy
taxable_income_bonus bonus 1 requires factions { romans_julii, } and not hidden_resource italy
;autonomous allied state
trade_base_income_bonus bonus 1 requires factions { egypt, }
recruits_exp_bonus bonus 1 requires factions { egypt, }
;allied territory
population_growth_bonus bonus 1 requires factions { epirus, macedon, }
population_loyalty_bonus bonus -1 requires factions { epirus, }
population_loyalty_bonus bonus -2 requires factions { macedon, }
trade_base_income_bonus bonus 1 requires factions { epirus, macedon, }
recruits_exp_bonus 1 requires factions { epirus, macedon, }
;semiautonomous satrapy
happiness_bonus bonus -1 requires factions { thrace, }
population_loyalty_bonus bonus -1 requires factions { thrace, }
trade_base_income_bonus bonus 1 requires factions { thrace, }
recruits_exp_bonus bonus 1 requires factions { thrace, }
;satrapy
law_bonus bonus -2 requires factions { armenia, }
taxable_income_bonus bonus 1 requires factions { armenia, }
recruits_morale_bonus bonus -1 requires factions { armenia, }
;allied state
population_loyalty_bonus bonus -2 requires factions { pontus, }
trade_base_income_bonus bonus 1 requires factions { pontus, }
recruits_exp_bonus bonus 1 requires factions { pontus, }
recruits_morale_bonus bonus -1 requires factions { pontus, }
;3 allied tribes
happiness_bonus bonus 1 requires factions { dacia, }
law_bonus bonus -1 requires factions { dacia, germans, spain, }
taxable_income_bonus bonus 2 requires factions { spain, }
trade_base_income_bonus bonus 1 requires factions { dacia, germans, }
recruits_exp_bonus bonus 1 requires factions { germans, spain, }
}
construction 2
cost 400
settlement_min town
upgrades
{
gov3 requires factions { romans_julii, } and not hidden_resource italy
gov4 requires factions { romans_julii, } and not hidden_resource italy
gov5 requires factions { romans_julii, } and not hidden_resource italy
;hyparchy
gov4 requires factions { egypt, } ;and hidden_resource
;military territory
gov4 requires factions { epirus, } ;and hidden_resource epirus
;satrapy
gov4 requires factions { macedon, } ;and hidden_resource alexander's empire
;allied state
gov3 requires factions { thrace, } ;and not hidden_resource thrace if
gov4 requires factions { thrace, } ;and hidden_resource thrace land
;royal satrapy
gov4 requires factions { armenia, } ;and hidden_resource armenia_home
;persian satrapy
gov4 requires factions { pontus, } ;and hidden_resource pontus
;3 client tribes
gov3 requires factions { dacia, }
gov3 requires factions { germans, }
gov3 requires factions { spain, }
}
}
gov3 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
{
capability
{
;libera (free state)
happiness_bonus bonus 1 requires factions { romans_julii, } and not hidden_resource italy
taxable_income_bonus bonus 2 requires factions { romans_julii, } and not hidden_resource italy
trade_base_income_bonus bonus 1 requires factions { romans_julii, } and not hidden_resource italy
;controlled allied state
happiness_bonus bonus -1 requires factions { egypt, }
taxable_income_bonus bonus 4 requires factions { egypt, }
;controlled territory
population_growth_bonus bonus 1 requires factions { epirus, }
happiness_bonus bonus -1 requires factions { epirus, }
taxable_income_bonus bonus 2 requires factions { epirus, }
;garrisoned state
happiness_bonus bonus -3 requires factions { macedon, }
law_bonus bonus 1 requires factions { macedon, }
population_loyalty_bonus bonus -1 requires factions { macedon, }
taxable_income_bonus bonus 3 requires factions { macedon, }
recruits_exp_bonus bonus 1 requires factions { macedon, }
;allied state
population_loyalty_bonus bonus -1 requires factions { thrace, }
taxable_income_bonus bonus 1 requires factions { thrace, }
trade_base_income_bonus bonus 1 requires factions { thrace, }
recruits_exp_bonus bonus 1 requires factions { thrace, }
;allied kingdom
trade_base_income_bonus bonus 2 requires factions { armenia, }
happiness_bonus bonus 1 requires factions { armenia, }
population_loyalty_bonus bonus -1 requires factions { armenia, }
recruits_exp_bonus bonus -2 requires factions { armenia, }
;satrapy
happiness_bonus bonus 1 requires factions { pontus, }
population_loyalty_bonus bonus -1 requires factions { pontus, }
trade_base_income_bonus bonus 1 requires factions { pontus, }
recruits_exp_bonus bonus 1 requires factions { pontus, }
recruits_morale_bonus bonus -1 requires factions { pontus, }
;3 client tribes
happiness_bonus bonus 1 requires factions { germans, spain, }
law_bonus bonus 1 requires factions { spain, }
taxable_income_bonus bonus 1 requires factions { dacia, germans, }
trade_base_income_bonus bonus -1 requires factions { spain, }
recruits_exp_bonus bonus 1 requires factions { dacia, germans, }
recruits_morale_bonus 1 requires factions { spain, }
}
construction 2
cost 400
settlement_min town
upgrades
{
gov8 requires factions { romans_julii, } and not hidden_resource italy
;hyparchy
gov4 requires factions { egypt, } ;and hidden_resource
;military territory
gov4 requires factions { epirus, } ;and hidden_resource epirus
;satrapy
gov4 requires factions { macedon, } ;and hidden_resource alexander's empire
;royal satrapy
gov4 requires factions { armenia, } ;and hidden_resource armenia_home
;persian satrapy
gov4 requires factions { pontus, } ;and hidden_resource pontus
;administration
gov4 requires factions { dacia, } ;and hidden_resource gaul home
gov4 requires factions { germans, } ;and hidden_resource gaul home
gov4 requires factions { spain, } ;and hidden_resource gaul home
}
}
gov4 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
{
capability
{
;stipendiaria (tributary state)
happiness_bonus bonus -1 requires factions { romans_julii, } and not hidden_resource italy
law_bonus bonus 1 requires factions { romans_julii, } and not hidden_resource italy
taxable_income_bonus bonus 5 requires factions { romans_julii, } and not hidden_resource italy
;hyparchy
law_bonus bonus 1 requires factions { egypt, } ;and hidden_resource
population_loyalty_bonus bonus 1 requires factions { egypt, } ;and hidden_resource
trade_base_income_bonus bonus 1 requires factions { egypt, } ;and hidden_resource
taxable_income_bonus bonus 1 requires factions { egypt, } ;and hidden_resource
;military territory
population_growth_bonus bonus -2 requires factions { epirus, }
happiness_bonus bonus -1 requires factions { epirus, }
taxable_income_bonus bonus 4 requires factions { epirus, }
recruits_exp_bonus bonus 1 requires factions { epirus, }
;satrapy
population_growth_bonus bonus -1 requires factions { macedon, }
taxable_income_bonus bonus 1 requires factions { macedon, }
population_loyalty_bonus bonus 1 requires factions { macedon, }
recruits_morale_bonus 1 requires factions { macedon, }
;satrapy
happiness_bonus bonus 1 requires factions { thrace, }
taxable_income_bonus bonus 2 requires factions { thrace, }
recruits_morale_bonus 1 requires factions { thrace, }
;royal satrapy
law_bonus bonus -1 requires factions { armenia, } ;and hidden_resource
population_loyalty_bonus bonus 1 requires factions { armenia, } ;and hidden_resource
taxable_income_bonus bonus 2 requires factions { armenia, } ;and hidden_resource
;persian satrapy
population_growth_bonus bonus -1 requires factions { pontus, }
population_loyalty_bonus bonus 1 requires factions { pontus, }
taxable_income_bonus bonus 1 requires factions { pontus, } ;and hidden_resource
recruits_morale_bonus bonus 1 requires factions { pontus, }
;3 administration
population_growth_bonus bonus -1 requires factions { dacia, }
happiness_bonus bonus 1 requires factions { germans, }
happiness_bonus bonus 2 requires factions { spain, }
law_bonus bonus 1 requires factions { dacia, germans, }
trade_base_income_bonus bonus -1 requires factions { germans, }
trade_base_income_bonus bonus -2 requires factions { spain, }
recruits_exp_bonus bonus 1 requires factions { dacia, }
recruits_morale_bonus 1 requires factions { germans, spain, }
}
construction 4
cost 1000
settlement_min town
upgrades
{
gov8 requires factions { romans_julii, } and not hidden_resource italy
;nomarchy
gov5 requires factions { egypt, } ;and hidden_resource
;hegemonia
gov5 requires factions { epirus, } ;and hidden_resource
;hegemonia
gov5 requires factions { macedon, } ;and hidden_resource
;hegemonia
gov5 requires factions { thrace, } ;and hidden_resource
;royal kingdom
gov5 requires factions { armenia, } ;and hidden_resource armenia_royal
;royal territory
gov5 requires factions { pontus, } ;and hidden_resource pontus_home
;king's tribe
gov5 requires factions { dacia, germans, spain, } ;and hidden_resource gaul home
gov5 requires factions { germans, } ;and hidden_resource gaul home
gov5 requires factions { spain, } ;and hidden_resource gaul home
}
}
gov5 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
{
capability
{
;foederata (allied state)
happiness_bonus bonus 1 requires factions { romans_julii, } and not hidden_resource italy
law_bonus bonus 1 requires factions { romans_julii, } and not hidden_resource italy
taxable_income_bonus bonus 3 requires factions { romans_julii, } and not hidden_resource italy
;nomarchy
population_growth_bonus bonus -2 requires factions { egypt, } ;and hidden_resource
law_bonus bonus 1 requires factions { egypt, } ;and hidden_resource
taxable_income_bonus bonus 3 requires factions { egypt, } ;and hidden_resource
trade_base_income_bonus bonus 2 requires factions { egypt, } ;and hidden_resource
recruits_exp_bonus 1 requires factions { egypt, } ;and hidden_resource
;hegemonia
population_growth_bonus bonus -1 requires factions { epirus, }
happiness_bonus bonus 1 requires factions { epirus, }
population_loyalty_bonus bonus 1 requires factions { epirus, }
taxable_income_bonus bonus 7 requires factions { epirus, }
recruits_morale_bonus bonus 2 requires factions { epirus, }
;hegemonia
happiness_bonus bonus 1 requires factions { macedon, }
law_bonus bonus 1 requires factions { macedon, }
population_loyalty_bonus bonus 1 requires factions { macedon, }
taxable_income_bonus bonus -3 requires factions { macedon, }
recruits_exp_bonus bonus 1 requires factions { macedon, }
recruits_morale_bonus bonus 1 requires factions { macedon, }
;hegemonia
religious_belief zoroastrian 1 requires factions { thrace, } ;and hidden_resource
trade_base_income_bonus bonus 2 requires factions { thrace, } ;and hidden_resource
recruits_exp_bonus 1 requires factions { thrace, } ;and hidden_resource
;royal kingdom
population_growth_bonus bonus -1 requires factions { armenia, } ;and hidden_resource
law_bonus bonus 1 requires factions { armenia, } ;and hidden_resource
population_loyalty_bonus bonus 1 requires factions { armenia, } ;and hidden_resource
taxable_income_bonus bonus 3 requires factions { armenia, } ;and hidden_resource
recruits_morale_bonus bonus 1 requires factions { armenia, } ;and hidden_resource
;royal territory
population_growth_bonus bonus -2 requires factions { pontus, }
population_loyalty_bonus bonus 2 requires factions { pontus, }
taxable_income_bonus bonus 3 requires factions { pontus, } ;and hidden_resource
recruits_morale_bonus bonus 1 requires factions { pontus, }
;king's tribe
happiness_bonus bonus 1 requires factions { dacia, }
trade_base_income_bonus bonus 1 requires factions { dacia, }
law_bonus bonus 1 requires factions { dacia, }
recruits_morale_bonus 1 requires factions { dacia, }
trade_base_income_bonus bonus 1 requires factions { germans, }
construction_cost_bonus_other bonus 1 requires factions { germans, }
construction_cost_bonus_military bonus 1 requires factions { germans, }
population_loyalty_bonus bonus 1 requires factions { germans, }
recruits_morale_bonus 1 requires factions { germans, }
trade_base_income_bonus bonus 1 requires factions { spain, }
construction_cost_bonus_religious bonus 2 requires factions { spain, }
construction_cost_bonus_military bonus 2 requires factions { spain, }
recruits_morale_bonus 1 requires factions { spain, }
}
construction 5
cost 2000
settlement_min town
upgrades
{
;military administration
gov6 requires factions { pontus, } ;and hidden_resource pontus_home
gov8 requires factions { romans_julii, } and not hidden_resource italy
}
}
;(1)Xromans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain,
gov6 requires factions { romans_julii, } and not hidden_resource not_here
{
capability
{
;sociorum (allied states)
religious_belief christianity 1 requires factions { romans_julii, }
happiness_bonus bonus 1 requires factions { romans_julii, }
taxable_income_bonus bonus 3 requires factions { romans_julii, }
}
construction 4
cost 500
settlement_min town
upgrades
{
gov8 requires factions { romans_julii, }
}
}
gov7 requires factions { romans_julii, } and not hidden_resource not_here
{
capability
{
;sine suffragio (romanized states)
religious_belief christianity 1 requires factions { romans_julii, }
happiness_bonus bonus 1 requires factions { romans_julii, }
law_bonus bonus 1 requires factions { romans_julii, }
taxable_income_bonus bonus 3 requires factions { romans_julii, }
}
construction 5
cost 1000
settlement_min town
upgrades
{
gov8 requires factions { romans_julii, }
}
}
gov8 requires factions { romans_julii, } and not hidden_resource not_here
{
capability
{
;romana (citizenship)
religious_belief christianity 1 requires factions { romans_julii, }
happiness_bonus bonus 2 requires factions { romans_julii, }
law_bonus bonus 1 requires factions { romans_julii, }
taxable_income_bonus bonus 5 requires factions { romans_julii, }
}
construction 6
cost 2000
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}


According to the above codes, specifically for gov2, gov6 and gov7, the building options will be present as long as the hidden_resources stated in the upgrade options match the logic.
For instance, in the region Insubramrog, hidden resource SW, B, n1, y2, n4, n8 is present, but hidden resource italy is absent, so 2 upgrade options gov2 and gov6 is present. Locations with hidden resource italy also has 2 upgrade options gov6 and gov7.



Upgrade options for gov1 building in EXPORT_DESCR_BUILDINGS.TXT:
gov2 requires factions { romans_julii, } and not hidden_resource italy
;Insubramrog
gov6 requires factions { romans_julii, } and hidden_resource SW and hidden_resource B and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
gov7 requires factions { romans_julii, } and hidden_resource italy

Respective region in DESCR_REGIONS.TXT:
Insubramrog
Mediolanum
gauls
Insubre
221 232 41
river, SW, B, y1, n2, n4, n8
5
2
christianity 10 pagan 90 zoroastrian 0



Regrettably, the codes within the upgrade options as shown below do not work:


;gov1 building ...
upgrades
{
gov2 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia ;The intention was to use buildings as a requirement and not hidden resource italy
gov6 requires factions { romans_julii, } and building_present_min_level hinterland_loc1 a_italia
}


The building option for gov1 will definitely be present, but the game will immediately CTD in the turn when gov1 is completed. That means, I never even get to see whether gov2 and gov6 are buildable options in the correct regions because the game just CTD once it reaches the start of the turn.

Dol Guldur
06-09-2009, 12:54
Before I proceed with the findings, I have 1 question: Dol Guldur, what do u mean by testing it both ways?

I meant that sometimes it will appear that an added condition is being parsed as true when in fact it is simply being ignored, so it should be tested the other way (usually by putting something in that you know is false or just plain nonsense to see if it reports an error or CTDs etc).

You've probably done this by now - I, like you, and too stretched to even look at this right now but I am sure others will at some point.

I do have a vague recollection that I had tried conditionals on the upgrade lines some years ago (probably under an early version of RTW) but cannot remember the result. Obviously, if I had got it to work I would have mentioned it. Maybe I did it wrong, looked at the results incorrectly or maybe that version was not as flexible - Thanks for exploring and testing!

I hope someone can confirm your findings soon!

PatricianS
06-09-2009, 20:41
Great find!

I'm surely going to test this... It adds so much more options when designing rather complex building trees :)

(I'll let you all know if I find something interesting (working/not working/limited working))

Thanks!! :2thumbsup:

PatricianS
06-09-2009, 21:09
(sorry for not just editing my previous post, but I can't find how to do that :P)

I just tested the upgrade requirements with the walls building tree.

I tested:

requires factions { rome_republic, }
Worked as expected
- Only Rome can upgrade walls

requires hidden_resource not_used
Worked as expected
- Walls can't be upgraded (no region has this HR)

requires hidden_resource rome
Worked as expected
- Walls can only be upgraded in the city Roma

requires not hidden_resource italy
Worked as expected
- Walls can only be upgraded outside of Italy

requires building_present_min_level core_building governors_palace
Worked as expected
- Only cities with a core building "Governors Palace" and higher can upgrade the walls

:)

Aradan
06-09-2009, 22:10
Did you get an error message on exit?

You need to not be a junior member to edit your posts.

PatricianS
06-09-2009, 22:48
Did you get an error message on exit?
Nope.

I also haven't tried yet to get one...

However when experimenting a bit further, I did get a "gap in building tree prior to blabla"-error. And it surely came from the upgrade requirement. Meaning that the requirement does not get ignored. :)


You need to not be a junior member to edit your posts.
Thanks :)

Dol Guldur
06-10-2009, 13:09
Good, good.

OK, I have added:


Upgrades, it would seem, can also take conditionals. For more discussion and examples of this please see lim lucky's posts on page 6 of the EDB discussion thread here: https://forums.totalwar.org/vb/showth...t=50039&page=6

to the EDB Guide.

Squid
06-10-2009, 15:35
requires building_present_min_level core_building governors_palace
Worked as expected
- Only cities with a core building "Governors Palace" and higher can upgrade the walls

Have you actually tried to build the building with this requirement on the upgrade line? It was reported earlier that this caused a CTD as soon as the building was built (not when adding it to the queue) and that it did appear in the building lists correctly.

Have you actually tried to build the actual buildings, for all of your tests, and not just see if they appear in the building scroll correctly?

PatricianS
06-11-2009, 19:22
Have you actually tried to build the building with this requirement on the upgrade line? It was reported earlier that this caused a CTD as soon as the building was built (not when adding it to the queue) and that it did appear in the building lists correctly.

Have you actually tried to build the actual buildings, for all of your tests, and not just see if they appear in the building scroll correctly?
I'm not sure anymore about the tests, but the tree below does work for sure (using process_cq)


building hinterland_roads
{
levels roads paved_roads highways paved_roads_mini highways_mini
{
roads
{
capability
{
road_level 0
}
construction 2
cost 1600
settlement_min village
upgrades
{
paved_roads
paved_roads_mini requires not building_present_min_level hinterland_settlement_id id_1
}
}
paved_roads
{
capability
{
road_level 1
}
construction 4
cost 4800
settlement_min city
upgrades
{
highways
}
}
highways
{
capability
{
road_level 2
}
construction 4
cost 6800
settlement_min city
upgrades
{
}
}
paved_roads_mini
{
capability
{
road_level 1
}
construction 10
cost 4800
settlement_min village
upgrades
{
highways_mini requires not building_present_min_level hinterland_settlement_id id_1
}
}
highways_mini
{
capability
{
road_level 2
}
construction 14
cost 6800
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}

Like I said, I did this with process_cq, so I hope that doesn't change anything... I would have to test it again to be sure.

PatricianS
06-11-2009, 19:31
Sorry, can't test it right now... I'm experiencing another error-less CTD (caused by something else because I get it even with the normal tree and without building something)

So I first have to check with my team-mates to fix this... Any other volunteers? :)

lim_lucky
06-15-2009, 19:25
Like I said, I did this with process_cq, so I hope that doesn't change anything... I would have to test it again to be sure.

I tested using process_cq as well, the game crashed instantly. Anyway my code is different from yours, maybe it would have different results ... i.e. my tested code was



building government
{
levels gov1 gov2 gov3 gov4 gov5 gov6 gov7 gov8
{
gov1 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, scythia, numidia, }
{
capability
{
law_bonus bonus
}
construction 1
cost 200
settlement_min village
upgrades
{
gov2 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia ;DIFFERENCE: i used factions as a requirement
;...more coded lines
}
}
gov2 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here ;DIFFERENCE: I used an additional resource requirement for the building level to remove the building gap error
;... rest of the code chucks


But since you have tested positive, I may be trying it again cos it will be extremely beneficial for my mod.

PatricianS
06-16-2009, 08:24
K... For the mod I'm working on this would be very useful as well :P

And the tree with the roads I showed above works without any problems.. Some testers and I myself too, have gotten AI controlled campaigns running up to 148 BC (starting from 280 BC, 4tpy) without any CTD... I assume that means that I can say it's fully working :P

lim_lucky
06-16-2009, 17:24
I assume that means that I can say it's fully working :P

I support the above statements with another round of test. I would like to thank PatricianS for posting the results of his test because it made me think twice about my earlier test results and carry out a positive test that will aid my mod as well. Before I post the test results, I would like to apologize for a "negative" testing. I forgot to delete the map.rwm after i added hidden resources and buildings, hence it was likely to have caused the CTD that I reported earlier on.

A summary of the test findings:
1) The upgrade options do not reject building_present_min_level requirements as I have stated previously before due to my carelessness.

2) The following requirement have been tested and it worked: resource silver (or any other resource)
building_present requirement ought to work since building_present_min_level works.
marian_reforms requirement have not been tested.

3) More complex upgrade options are available. i.e. Upgrades can differ according to: factions, regions, level of buildings present, varied upgrade options etc... However, take note that the upgrade options seem to replicate whenever the requirements are met.

The tested code is shown below:



building government
{
levels gov1 gov2 gov3 gov4 gov5 gov6 gov7 gov8
{
;pacification(12)Xcarthage, greek_cities, seleucid, britons, gauls, romans_brutii, romans_scipii, parthia,
gov1 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, scythia, numidia, }
{
capability
{
law_bonus bonus 1 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, }
}
construction 1
cost 200
settlement_min village
upgrades
{
;imperium
gov2 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia and not building_present_min_level hinterland_age age7
;sociorum(18)
gov6 requires factions { romans_julii, } and building_present_min_level hinterland_loc1 a_italia
;sine suffragio(10)
gov7 requires factions { romans_julii, } and hidden_resource italy and not building_present_min_level hinterland_age age7
;building_present_min_level hinterland_age age7
gov3 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
gov4 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
gov5 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
gov7 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and building_present_min_level hinterland_loc1 a_italia
gov8 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and hidden_resource italy
;autonomous allied state
gov2 requires factions { egypt, }
;controlled allied state
gov3 requires factions { egypt, } and not hidden_resource sparta
;hyparchy(5)
gov4 requires factions { egypt, } and hidden_resource eg and hidden_resource home and not hidden_resource gr
;allied territory
gov2 requires factions { epirus, macedon, }
;controlled territory, garrisoned state
gov3 requires factions { epirus, macedon, }
;semiautonomous satrapy
gov2 requires factions { thrace, }
;satrapy
gov2 requires factions { armenia, }
;allied kingdom
gov3 requires factions { armenia, }
;allied state
gov2 requires factions { pontus, }
;satrapy(32)
gov3 requires factions { pontus, } and hidden_resource an ;anatolia(15)
gov3 requires factions { pontus, } and hidden_resource bs and not hidden_resource an ;black sea(10-4)
gov3 requires factions { pontus, } and hidden_resource ar and not hidden_resource bs and not hidden_resource eg and not hidden_resource pa and not hidden_resource an ;armenia(5)
gov3 requires factions { pontus, } and hidden_resource eg and hidden_resource se ;levant(6)
;3 allied tribes
gov2 requires factions { dacia, germans, spain, }
}
}
gov2 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
{
capability
{
;imperium
law_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
population_loyalty_bonus bonus -1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
taxable_income_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
;autonomous allied state
trade_base_income_bonus bonus 1 requires factions { egypt, }
recruits_exp_bonus bonus 1 requires factions { egypt, }
;allied territory
population_growth_bonus bonus 1 requires factions { epirus, macedon, }
population_loyalty_bonus bonus -1 requires factions { epirus, }
population_loyalty_bonus bonus -2 requires factions { macedon, }
trade_base_income_bonus bonus 1 requires factions { epirus, macedon, }
recruits_exp_bonus 1 requires factions { epirus, macedon, }
;semiautonomous satrapy
happiness_bonus bonus -1 requires factions { thrace, }
population_loyalty_bonus bonus -1 requires factions { thrace, }
trade_base_income_bonus bonus 1 requires factions { thrace, }
recruits_exp_bonus bonus 1 requires factions { thrace, }
;satrapy
law_bonus bonus -2 requires factions { armenia, }
taxable_income_bonus bonus 1 requires factions { armenia, }
recruits_morale_bonus bonus -1 requires factions { armenia, }
;allied state
population_loyalty_bonus bonus -2 requires factions { pontus, }
trade_base_income_bonus bonus 1 requires factions { pontus, }
recruits_exp_bonus bonus 1 requires factions { pontus, }
recruits_morale_bonus bonus -1 requires factions { pontus, }
;3 allied tribes
happiness_bonus bonus 1 requires factions { dacia, }
law_bonus bonus -1 requires factions { dacia, germans, spain, }
taxable_income_bonus bonus 2 requires factions { spain, }
trade_base_income_bonus bonus 1 requires factions { dacia, germans, }
recruits_exp_bonus bonus 1 requires factions { germans, spain, }
}
construction 2
cost 400
settlement_min town
upgrades
{
gov3 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
gov4 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
gov5 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
;hyparchy(41)
; gov4 requires factions { egypt, } and hidden_resource ar and hidden_resource se ;armenia-seleucid(2)
; gov4 requires factions { egypt, } and hidden_resource ba and hidden_resource se ;baktria(5)
; gov4 requires factions { egypt, } and hidden_resource pa and hidden_resource se ;parthia-seleucid(2)
; gov4 requires factions { egypt, } and hidden_resource eg and hidden_resource se ;levant(6)
; gov4 requires factions { egypt, } and hidden_resource se and not hidden_resource eg ;persia(14)
; gov4 requires factions { egypt, } and hidden_resource eg and not hidden_resource se ;egypt(15)
gov4 requires factions { egypt, } and hidden_resource eg or hidden_resource se ;anatolia(3),levant(6),persia(14),egypt(15)
gov4 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ep and hidden_resource home ;apollonia-epirus
gov4 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 and hidden_resource ma and hidden_resource home ;pella-macedon
gov4 requires factions { egypt, } and hidden_resource EA and hidden_resource D and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 and hidden_resource pa and hidden_resource home ;hekatompylos-parthia
;military territory(58)
gov4 requires factions { epirus, } and hidden_resource ep and not hidden_resource da and not hidden_resource gr and not hidden_resource italy ;illyria(7),pella
gov4 requires factions { epirus, } and hidden_resource da and hidden_resource home ;dacia(5)
gov4 requires factions { epirus, } and hidden_resource italy ;italy(10)
gov4 requires factions { epirus, } and hidden_resource gr and hidden_resource home and not hidden_resource eg ;greece home(5)
gov4 requires factions { epirus, } and hidden_resource ca and hidden_resource gr ;sicily(4)
gov4 requires factions { epirus, } and hidden_resource eg and hidden_resource gr ;egypt(2),islands(3)
gov4 requires factions { epirus, } and hidden_resource an ;anatolia(15)
gov4 requires factions { epirus, } and hidden_resource NW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8 ;Massalia
gov4 requires factions { epirus, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8 ;Chalkis
gov4 requires factions { epirus, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 ;Tylis
gov4 requires factions { epirus, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 ;Antiocheia
gov4 requires factions { epirus, } and hidden_resource EA and hidden_resource E and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8 ;Alexandreia
gov4 requires factions { epirus, } and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8 ;Memphis
;satrapy(85++)
gov4 requires factions { macedon, } and hidden_resource eg and not hidden_resource se and not hidden_resource an ;egypt(15)
gov4 requires factions { macedon, } and hidden_resource se and not hidden_resource eg ;persia(14)
gov4 requires factions { macedon, } and hidden_resource eg and hidden_resource se ;levant(6)
gov4 requires factions { macedon, } and hidden_resource ep and not hidden_resource da and not hidden_resource gr and not hidden_resource ma and not hidden_resource italy ;illyria(7)
gov4 requires factions { macedon, } and hidden_resource da and hidden_resource home ;dacia(5)
gov4 requires factions { macedon, } and hidden_resource italy ;italy(10)
gov4 requires factions { macedon, } and hidden_resource gr and not hidden_resource bs and not hidden_resource eg and not hidden_resource an ;sicily(4),greece(7)
gov4 requires factions { macedon, } and hidden_resource ma and not hidden_resource ep and not hidden_resource an ;macedon(2)
gov4 requires factions { macedon, } and hidden_resource an ;anatolia(15)
gov4 requires factions { macedon, } and hidden_resource ca and not hidden_resource gr ;carthage(?)
;allied state
gov3 requires factions { thrace, } and not hidden_resource ba and not hidden_resource pa
;satrapy(68)
gov4 requires factions { thrace, } and hidden_resource ep and hidden_resource home ;greece(2),italy(1)
gov4 requires factions { thrace, } and hidden_resource ep and hidden_resource ma and not hidden_resource river ;epirus(2),macedon(1)
gov4 requires factions { thrace, } and hidden_resource an ;anatolia(15)
gov4 requires factions { thrace, } and hidden_resource eg and hidden_resource gr ;egypt(2),islands(3)
gov4 requires factions { thrace, } and hidden_resource eg and hidden_resource home and hidden_resource EA and hidden_resource E and hidden_resource n4 and hidden_resource n8 ;egypt(3)
gov4 requires factions { thrace, } and hidden_resource bs and hidden_resource gr and not hidden_resource sc ;black sea(3)
gov4 requires factions { thrace, } and hidden_resource eg and hidden_resource se ;levant(6)
gov4 requires factions { thrace, } and hidden_resource se and not hidden_resource eg ;persia(14)
gov4 requires factions { thrace, } and hidden_resource pa and not hidden_resource ba and not hidden_resource se ;parthia(5)
gov4 requires factions { thrace, } and hidden_resource ba and not hidden_resource se ;india(11)
;royal satrapy
gov4 requires factions { armenia, } and hidden_resource ar or hidden_resource persia
;persian satrapy(56)
; gov4 requires factions { pontus, } and hidden_resource bs and not hidden_resource an ;black sea(6)
; gov4 requires factions { pontus, } and hidden_resource pa ;parthia(9)
gov4 requires factions { pontus, } and hidden_resource an or hidden_resource bs or hidden_resource pa ;anatolia(15),black sea(6),parthia(9)
gov4 requires factions { pontus, } and hidden_resource ar and not hidden_resource bs and not hidden_resource eg and not hidden_resource pa and not hidden_resource an ;armenia(5)
gov4 requires factions { pontus, } and hidden_resource eg and hidden_resource se ;levant(6)
gov4 requires factions { pontus, } and hidden_resource persia and not hidden_resource ar and not hidden_resource eg and not hidden_resource ba ;Persia(12)
gov4 requires factions { pontus, } and hidden_resource eg and hidden_resource home and hidden_resource EA and hidden_resource E and hidden_resource n4 and hidden_resource n8 ;egypt(3)
;3 client tribes
gov3 requires factions { dacia, germans, spain, }
; gov3 requires factions { germans, }
; gov3 requires factions { spain, }
}
}
gov3 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
{
capability
{
;libera (free state)
happiness_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
taxable_income_bonus bonus 2 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
trade_base_income_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
;controlled allied state
happiness_bonus bonus -1 requires factions { egypt, } and not hidden_resource sparta
taxable_income_bonus bonus 4 requires factions { egypt, } and not hidden_resource sparta
;controlled territory
population_growth_bonus bonus 1 requires factions { epirus, }
happiness_bonus bonus -1 requires factions { epirus, }
taxable_income_bonus bonus 2 requires factions { epirus, }
;garrisoned state
happiness_bonus bonus -3 requires factions { macedon, }
law_bonus bonus 1 requires factions { macedon, }
population_loyalty_bonus bonus -1 requires factions { macedon, }
taxable_income_bonus bonus 3 requires factions { macedon, }
recruits_exp_bonus bonus 1 requires factions { macedon, }
;allied state
population_loyalty_bonus bonus -1 requires factions { thrace, } and not hidden_resource ba and not hidden_resource pa
taxable_income_bonus bonus 1 requires factions { thrace, } and not hidden_resource ba and not hidden_resource pa
trade_base_income_bonus bonus 1 requires factions { thrace, } and not hidden_resource ba and not hidden_resource pa
recruits_exp_bonus bonus 1 requires factions { thrace, } and not hidden_resource ba and not hidden_resource pa
;allied kingdom
trade_base_income_bonus bonus 2 requires factions { armenia, }
happiness_bonus bonus 1 requires factions { armenia, }
population_loyalty_bonus bonus -1 requires factions { armenia, }
recruits_exp_bonus bonus -2 requires factions { armenia, }
;satrapy
happiness_bonus bonus 1 requires factions { pontus, }
population_loyalty_bonus bonus -1 requires factions { pontus, }
trade_base_income_bonus bonus 1 requires factions { pontus, }
recruits_exp_bonus bonus 1 requires factions { pontus, }
recruits_morale_bonus bonus -1 requires factions { pontus, }
;3 client tribes
happiness_bonus bonus 1 requires factions { germans, spain, }
law_bonus bonus 1 requires factions { spain, }
taxable_income_bonus bonus 1 requires factions { dacia, germans, }
trade_base_income_bonus bonus -1 requires factions { spain, }
recruits_exp_bonus bonus 1 requires factions { dacia, germans, }
recruits_morale_bonus 1 requires factions { spain, }
}
construction 2
cost 400
settlement_min town
upgrades
{
gov8 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
;hyparchy(41)
gov4 requires factions { egypt, } and hidden_resource eg or hidden_resource se ;anatolia(3),levant(6),persia(14),egypt(15)
gov4 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ep and hidden_resource home ;apollonia-epirus
gov4 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 and hidden_resource ma and hidden_resource home ;pella-macedon
gov4 requires factions { egypt, } and hidden_resource EA and hidden_resource D and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 and hidden_resource pa and hidden_resource home ;hekatompylos-parthia
;military territory(58)
gov4 requires factions { epirus, } and hidden_resource ep and not hidden_resource da and not hidden_resource gr and not hidden_resource italy ;illyria(7),pella
gov4 requires factions { epirus, } and hidden_resource da and hidden_resource home ;dacia(5)
gov4 requires factions { epirus, } and hidden_resource italy ;italy(10)
gov4 requires factions { epirus, } and hidden_resource gr and hidden_resource home and not hidden_resource eg ;greece home(5)
gov4 requires factions { epirus, } and hidden_resource ca and hidden_resource gr ;sicily(4)
gov4 requires factions { epirus, } and hidden_resource eg and hidden_resource gr ;egypt(2),islands(3)
gov4 requires factions { epirus, } and hidden_resource an ;anatolia(15)
gov4 requires factions { epirus, } and hidden_resource NW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8 ;Massalia
gov4 requires factions { epirus, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8 ;Chalkis
gov4 requires factions { epirus, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 ;Tylis
gov4 requires factions { epirus, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 ;Antiocheia
gov4 requires factions { epirus, } and hidden_resource EA and hidden_resource E and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8 ;Alexandreia
gov4 requires factions { epirus, } and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8 ;Memphis
;satrapy(85++)
gov4 requires factions { macedon, } and hidden_resource eg and not hidden_resource se and not hidden_resource an ;egypt(15)
gov4 requires factions { macedon, } and hidden_resource se and not hidden_resource eg ;persia(14)
gov4 requires factions { macedon, } and hidden_resource eg and hidden_resource se ;levant(6)
gov4 requires factions { macedon, } and hidden_resource ep and not hidden_resource da and not hidden_resource gr and not hidden_resource ma and not hidden_resource italy ;illyria(7)
gov4 requires factions { macedon, } and hidden_resource da and hidden_resource home ;dacia(5)
gov4 requires factions { macedon, } and hidden_resource italy ;italy(10)
gov4 requires factions { macedon, } and hidden_resource gr and not hidden_resource bs and not hidden_resource eg and not hidden_resource an ;sicily(4),greece(7)
gov4 requires factions { macedon, } and hidden_resource ma and not hidden_resource ep and not hidden_resource an ;macedon(2)
gov4 requires factions { macedon, } and hidden_resource an ;anatolia(15)
gov4 requires factions { macedon, } and hidden_resource ca and not hidden_resource gr ;carthage(?)
;royal satrapy
gov4 requires factions { armenia, } and hidden_resource ar or hidden_resource persia
;persian satrapy(56)
gov4 requires factions { pontus, } and hidden_resource an or hidden_resource bs or hidden_resource pa ;anatolia(15),black sea(6),parthia(9)
gov4 requires factions { pontus, } and hidden_resource ar and not hidden_resource bs and not hidden_resource eg and not hidden_resource pa and not hidden_resource an ;armenia(5)
gov4 requires factions { pontus, } and hidden_resource eg and hidden_resource se ;levant(6)
gov4 requires factions { pontus, } and hidden_resource persia and not hidden_resource ar and not hidden_resource eg and not hidden_resource ba ;Persia(12)
gov4 requires factions { pontus, } and hidden_resource eg and hidden_resource home and hidden_resource EA and hidden_resource E and hidden_resource n4 and hidden_resource n8 ;egypt(3)
;administration(17)
gov4 requires factions { dacia, } and hidden_resource da or hidden_resource ma ;dacia(5),macedon(6)
gov4 requires factions { dacia, } and hidden_resource bs and not hidden_resource ar and not hidden_resource da and not hidden_resource ma ;black sea(6)
gov4 requires factions { germans, } and hidden_resource ge ;germany(22)
gov4 requires factions { spain, } and hidden_resource sp ;spain(18)
}
}
gov4 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
{
capability
{
;stipendiaria (tributary state)
happiness_bonus bonus -1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
law_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
taxable_income_bonus bonus 5 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
;hyparchy(41)
;anatolia(3),levant(6),persia(14),egypt(15)
law_bonus bonus 1 requires factions { egypt, } and hidden_resource eg or hidden_resource se
population_loyalty_bonus bonus 1 requires factions { egypt, } and hidden_resource eg or hidden_resource se
taxable_income_bonus bonus 1 requires factions { egypt, } and hidden_resource eg or hidden_resource se
trade_base_income_bonus bonus 1 requires factions { egypt, } and hidden_resource eg or hidden_resource se
;apollonia-epirus
law_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ep and hidden_resource home
population_loyalty_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ep and hidden_resource home
taxable_income_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ep and hidden_resource home
trade_base_income_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ep and hidden_resource home
;pella-macedon
law_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 and hidden_resource ma and hidden_resource home
population_loyalty_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 and hidden_resource ma and hidden_resource home
taxable_income_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 and hidden_resource ma and hidden_resource home
trade_base_income_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 and hidden_resource ma and hidden_resource home
;hekatompylos-parthia
law_bonus bonus 1 requires factions { egypt, } and hidden_resource EA and hidden_resource D and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 and hidden_resource pa and hidden_resource home
population_loyalty_bonus bonus 1 requires factions { egypt, } and hidden_resource EA and hidden_resource D and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 and hidden_resource pa and hidden_resource home
taxable_income_bonus bonus 1 requires factions { egypt, } and hidden_resource EA and hidden_resource D and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 and hidden_resource pa and hidden_resource home
trade_base_income_bonus bonus 1 requires factions { egypt, } and hidden_resource EA and hidden_resource D and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 and hidden_resource pa and hidden_resource home
;military territory
population_growth_bonus bonus -2 requires factions { epirus, }
happiness_bonus bonus -1 requires factions { epirus, }
taxable_income_bonus bonus 4 requires factions { epirus, }
recruits_exp_bonus bonus 1 requires factions { epirus, }
;satrapy
population_growth_bonus bonus -1 requires factions { macedon, }
taxable_income_bonus bonus 1 requires factions { macedon, }
population_loyalty_bonus bonus 1 requires factions { macedon, }
recruits_morale_bonus 1 requires factions { macedon, }
;satrapy
happiness_bonus bonus 1 requires factions { thrace, }
taxable_income_bonus bonus 2 requires factions { thrace, }
recruits_morale_bonus 1 requires factions { thrace, }
;royal satrapy
law_bonus bonus -1 requires factions { armenia, } and hidden_resource ar or hidden_resource persia
population_loyalty_bonus bonus 1 requires factions { armenia, } and hidden_resource ar or hidden_resource persia
taxable_income_bonus bonus 2 requires factions { armenia, } and hidden_resource ar or hidden_resource persia
;persian satrapy
population_growth_bonus bonus -1 requires factions { pontus, }
population_loyalty_bonus bonus 1 requires factions { pontus, }
taxable_income_bonus bonus 1 requires factions { pontus, } ;and hidden_resource
recruits_morale_bonus bonus 1 requires factions { pontus, }
;3 administration
;dacia(5),macedon(6)
population_growth_bonus bonus -1 requires factions { dacia, } and hidden_resource da or hidden_resource ma
law_bonus bonus 1 requires factions { dacia, } and hidden_resource da or hidden_resource ma
recruits_exp_bonus bonus 1 requires factions { dacia, } and hidden_resource da or hidden_resource ma
;black sea(6)
population_growth_bonus bonus -1 requires factions { dacia, } and hidden_resource bs and not hidden_resource ar and not hidden_resource da and not hidden_resource ma
law_bonus bonus 1 requires factions { dacia, } and hidden_resource bs and not hidden_resource ar and not hidden_resource da and not hidden_resource ma
recruits_exp_bonus bonus 1 requires factions { dacia, } and hidden_resource bs and not hidden_resource ar and not hidden_resource da and not hidden_resource ma
;germany(22)
happiness_bonus bonus 1 requires factions { germans, } and hidden_resource ge
law_bonus bonus 1 requires factions { germans, } and hidden_resource ge
trade_base_income_bonus bonus -1 requires factions { germans, } and hidden_resource ge
recruits_morale_bonus 1 requires factions { germans, } and hidden_resource ge
;spain(18)
happiness_bonus bonus 2 requires factions { spain, } and hidden_resource sp
trade_base_income_bonus bonus -2 requires factions { spain, } and hidden_resource sp
recruits_morale_bonus 1 requires factions { spain, } and hidden_resource sp
}
construction 4
cost 1000
settlement_min town
upgrades
{
gov8 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
;nomarchy(5)
gov5 requires factions { egypt, } and hidden_resource eg and hidden_resource home and not hidden_resource gr and not hidden_resource an
;hegemonia(8)
gov5 requires factions { epirus, } and hidden_resource ep and hidden_resource ma ;epirus(3),macedon(1)
gov5 requires factions { epirus, } and hidden_resource ep and hidden_resource home and not hidden_resource da ;greece(2),italy(1)
gov5 requires factions { epirus, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ca and hidden_resource gr ;Syracuse
;hegemonia(8)
gov5 requires factions { macedon, } and hidden_resource ma
gov5 requires factions { macedon, } and hidden_resource ep and hidden_resource gr and hidden_resource home
;hegemonia(8)
gov5 requires factions { thrace, } and hidden_resource ba and hidden_resource home
;royal kingdom(5)
gov5 requires factions { armenia, } and hidden_resource ar and hidden_resource home
;royal territory(16)
gov5 requires factions { pontus, } and hidden_resource an and hidden_resource home and building_present_min_level hinterland_loc1 a_anatolia ;pontus(10)
gov5 requires factions { pontus, } and hidden_resource bs and not hidden_resource an and not building_present_min_level hinterland_loc1 a_anatolia ;black sea(6)
;king's tribe
gov5 requires factions { dacia, } and hidden_resource da and hidden_resource home ;dacia(5)
gov5 requires factions { germans, } and hidden_resource ge and hidden_resource home ;germany(9)
gov5 requires factions { spain, } and hidden_resource sp and hidden_resource home ;spain(9)
}
}
gov5 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
{
capability
{
;foederata (allied state)
happiness_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
law_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
taxable_income_bonus bonus 3 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
;nomarchy(5)
population_growth_bonus bonus -2 requires factions { egypt, } and hidden_resource eg and hidden_resource home and not hidden_resource gr and not hidden_resource an
law_bonus bonus 1 requires factions { egypt, } and hidden_resource eg and hidden_resource home and not hidden_resource gr and not hidden_resource an
taxable_income_bonus bonus 3 requires factions { egypt, } and hidden_resource eg and hidden_resource home and not hidden_resource gr and not hidden_resource an
trade_base_income_bonus bonus 2 requires factions { egypt, } and hidden_resource eg and hidden_resource home and not hidden_resource gr and not hidden_resource an
recruits_exp_bonus 1 requires factions { egypt, } and hidden_resource eg and hidden_resource home and not hidden_resource gr and not hidden_resource an
;hegemonia(8)
;epirus(3),macedon(1)
population_growth_bonus bonus -1 requires factions { epirus, } and hidden_resource ep and hidden_resource ma
happiness_bonus bonus 1 requires factions { epirus, } and hidden_resource ep and hidden_resource ma
population_loyalty_bonus bonus 1 requires factions { epirus, } and hidden_resource ep and hidden_resource ma
taxable_income_bonus bonus 7 requires factions { epirus, } and hidden_resource ep and hidden_resource ma
recruits_morale_bonus bonus 2 requires factions { epirus, } and hidden_resource ep and hidden_resource ma
;greece(2),italy(1)
population_growth_bonus bonus -1 requires factions { epirus, } and hidden_resource ep and hidden_resource home and not hidden_resource da
happiness_bonus bonus 1 requires factions { epirus, } and hidden_resource ep and hidden_resource home and not hidden_resource da
population_loyalty_bonus bonus 1 requires factions { epirus, } and hidden_resource ep and hidden_resource home and not hidden_resource da
taxable_income_bonus bonus 7 requires factions { epirus, } and hidden_resource ep and hidden_resource home and not hidden_resource da
recruits_morale_bonus bonus 2 requires factions { epirus, } and hidden_resource ep and hidden_resource home and not hidden_resource da
;Syracuse
population_growth_bonus bonus -1 requires factions { epirus, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ca and hidden_resource gr
happiness_bonus bonus 1 requires factions { epirus, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ca and hidden_resource gr
population_loyalty_bonus bonus 1 requires factions { epirus, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ca and hidden_resource gr
taxable_income_bonus bonus 7 requires factions { epirus, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ca and hidden_resource gr
recruits_morale_bonus bonus 2 requires factions { epirus, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ca and hidden_resource gr
;hegemonia(8)
;epirus(3),macedon(3)
happiness_bonus bonus 1 requires factions { macedon, } and hidden_resource ma
law_bonus bonus 1 requires factions { macedon, } and hidden_resource ma
population_loyalty_bonus bonus 1 requires factions { macedon, } and hidden_resource ma
taxable_income_bonus bonus -3 requires factions { macedon, } and hidden_resource ma
recruits_exp_bonus bonus 1 requires factions { macedon, } and hidden_resource ma
recruits_morale_bonus bonus 1 requires factions { macedon, } and hidden_resource ma
;greece(2)
happiness_bonus bonus 1 requires factions { macedon, } and hidden_resource ep and hidden_resource gr and hidden_resource home
law_bonus bonus 1 requires factions { macedon, } and hidden_resource ep and hidden_resource gr and hidden_resource home
population_loyalty_bonus bonus 1 requires factions { macedon, } and hidden_resource ep and hidden_resource gr and hidden_resource home
taxable_income_bonus bonus -3 requires factions { macedon, } and hidden_resource ep and hidden_resource gr and hidden_resource home
recruits_exp_bonus bonus 1 requires factions { macedon, } and hidden_resource ep and hidden_resource gr and hidden_resource home
recruits_morale_bonus bonus 1 requires factions { macedon, } and hidden_resource ep and hidden_resource gr and hidden_resource home
;hegemonia(8)
religious_belief zoroastrian 1 requires factions { thrace, } and hidden_resource ba and hidden_resource home
trade_base_income_bonus bonus 2 requires factions { thrace, } and hidden_resource ba and hidden_resource home
recruits_exp_bonus 1 requires factions { thrace, } and hidden_resource ba and hidden_resource home
;royal kingdom(5)
population_growth_bonus bonus -1 requires factions { armenia, } and hidden_resource ar and hidden_resource home
law_bonus bonus 1 requires factions { armenia, } and hidden_resource ar and hidden_resource home
population_loyalty_bonus bonus 1 requires factions { armenia, } and hidden_resource ar and hidden_resource home
taxable_income_bonus bonus 3 requires factions { armenia, } and hidden_resource ar and hidden_resource home
recruits_morale_bonus bonus 1 requires factions { armenia, } and hidden_resource ar and hidden_resource home
;royal territory(16)
;pontus(10)
population_growth_bonus bonus -2 requires factions { pontus, } and hidden_resource an and hidden_resource home and building_present_min_level hinterland_loc1 a_anatolia
population_loyalty_bonus bonus 2 requires factions { pontus, } and hidden_resource an and hidden_resource home and building_present_min_level hinterland_loc1 a_anatolia
taxable_income_bonus bonus 3 requires factions { pontus, } and hidden_resource an and hidden_resource home and building_present_min_level hinterland_loc1 a_anatolia
recruits_morale_bonus bonus 1 requires factions { pontus, } and hidden_resource an and hidden_resource home and building_present_min_level hinterland_loc1 a_anatolia
;black sea(6)
population_growth_bonus bonus -2 requires factions { pontus, } and hidden_resource bs and not hidden_resource an and not building_present_min_level hinterland_loc1 a_anatolia
population_loyalty_bonus bonus 2 requires factions { pontus, } and hidden_resource bs and not hidden_resource an and not building_present_min_level hinterland_loc1 a_anatolia
taxable_income_bonus bonus 3 requires factions { pontus, } and hidden_resource bs and not hidden_resource an and not building_present_min_level hinterland_loc1 a_anatolia
recruits_morale_bonus bonus 1 requires factions { pontus, } and hidden_resource bs and not hidden_resource an and not building_present_min_level hinterland_loc1 a_anatolia
;king's tribe
;dacia(5)
happiness_bonus bonus 1 requires factions { dacia, } and hidden_resource da and hidden_resource home
trade_base_income_bonus bonus 1 requires factions { dacia, } and hidden_resource da and hidden_resource home
law_bonus bonus 1 requires factions { dacia, } and hidden_resource da and hidden_resource home
recruits_morale_bonus 1 requires factions { dacia, } and hidden_resource da and hidden_resource home
;germany(9)
trade_base_income_bonus bonus 1 requires factions { germans, } and hidden_resource ge and hidden_resource home
construction_cost_bonus_other bonus 1 requires factions { germans, } and hidden_resource ge and hidden_resource home
construction_cost_bonus_military bonus 1 requires factions { germans, } and hidden_resource ge and hidden_resource home
population_loyalty_bonus bonus 1 requires factions { germans, } and hidden_resource ge and hidden_resource home
recruits_morale_bonus 1 requires factions { germans, } and hidden_resource ge and hidden_resource home
;spain(9)
trade_base_income_bonus bonus 1 requires factions { spain, } and hidden_resource sp and hidden_resource home
construction_cost_bonus_religious bonus 2 requires factions { spain, } and hidden_resource sp and hidden_resource home
construction_cost_bonus_military bonus 2 requires factions { spain, } and hidden_resource sp and hidden_resource home
recruits_morale_bonus 1 requires factions { spain, } and hidden_resource sp and hidden_resource home
}
construction 5
cost 2000
settlement_min town
upgrades
{
gov8 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
}
}
;(1)Xromans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain,
gov6 requires factions { romans_julii, } and not hidden_resource not_here
{
capability
{
;sociorum (allied states)
religious_belief christianity 1 requires factions { romans_julii, }
happiness_bonus bonus 1 requires factions { romans_julii, }
taxable_income_bonus bonus 3 requires factions { romans_julii, }
}
construction 4
cost 500
settlement_min town
upgrades
{
gov8 requires factions { romans_julii, } and building_present_min_level hinterland_age age7
}
}
gov7 requires factions { romans_julii, } and not hidden_resource not_here
{
capability
{
;sine suffragio (romanized states)
religious_belief christianity 1 requires factions { romans_julii, }
happiness_bonus bonus 1 requires factions { romans_julii, }
law_bonus bonus 1 requires factions { romans_julii, }
taxable_income_bonus bonus 3 requires factions { romans_julii, }
}
construction 5
cost 1000
settlement_min town
upgrades
{
gov8 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not hidden_resource rome
gov8 requires factions { romans_julii, } and hidden_resource rome
}
}
gov8 requires factions { romans_julii, } and not hidden_resource not_here
{
capability
{
;romana (citizenship)
religious_belief christianity 1 requires factions { romans_julii, }
happiness_bonus bonus 2 requires factions { romans_julii, }
law_bonus bonus 1 requires factions { romans_julii, }
taxable_income_bonus bonus 5 requires factions { romans_julii, }
}
construction 6
cost 2000
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}


I will focus on the faction romans_julii as an example because it uses more complex upgrade options for gov1 building as shown here for convenience:
upgrades
{
;imperium
gov2 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia and not building_present_min_level hinterland_age age7
;sociorum(18)
gov6 requires factions { romans_julii, } and building_present_min_level hinterland_loc1 a_italia
;sine suffragio(10)
gov7 requires factions { romans_julii, } and hidden_resource italy and not building_present_min_level hinterland_age age7
;building_present_min_level hinterland_age age7
gov3 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
gov4 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
gov5 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
gov7 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and building_present_min_level hinterland_loc1 a_italia
gov8 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and hidden_resource italy
;...other codes
}

All the building options are present and work according to the above codes, i.e. after constructing the building age7, a region without the building a_italia will have the option of constructing gov3, gov4 and gov5 whereas a region with the building a_italia will have the option of constructing gov6, gov7, gov8.

As for the rest of the factions, I have only implemented hidden resources to limit the regions where the upgrades are possible and they work. As mentioned earlier, upgrade options replicate whenever the requirements are met. Example:
- a region consists of hidden resource A and B.
- code for upgrades:
upgrade1 requires factions { gauls, } and hidden_resource A
upgrade1 requires factions { gauls, } and hidden_resource B

This will result in upgrade1 option appearing twice as if they are separate buildings but are in fact the same. Hence care should be taken when allocating upgrade options to different regions by using another code such as: upgrade1 requires factions { gauls, } and hidden_resource A or hidden_resource B

PatricianS
06-17-2009, 00:23
Great report lim_lucky!

It can happen to everyone that you forget that silly map.rwm file :P

This really opens up a whole new world in EDB coding :beam:

lim_lucky
07-05-2009, 08:11
Okay, I'm here to report some minor issues regarding building effects because I wasted almost a day trying to debug this nonsense... :wall:

With regards to religious_belief [pagan/zoroastrian/christianity] 1-x (5-x%), the building_present_min_level requirement cannot be used. BUT, complex hidden resource requirements can still be used. The codes below caused the game to crash after the first turn regardless of whether it is built. I didn't bother trying to find out whether it was simply the negative building_present condition (i.e. not) that caused the problem because I have no use for the code with only a positive condition.

religious_belief christianity 1 requires factions { romans_julii, } and not building_present_min_level hinterland_age age6
religious_belief greco 1 requires factions { romans_julii, } and building_present_min_level hinterland_age age6


However, other building effects such as law_bonus bonus works, although in both cases (i.e. the religious one above and the law_bonus) the in game display will include the name of the building age6.

i.e. for the code:
law_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_age age6
law_bonus bonus 2 requires factions { romans_julii, } and building_present_min_level hinterland_age age6

both lines will be present in game display although effects are logically sound, yet the words seem illogical to a player:
law 5% (age6 building name)
law 10% (age6 building name)
Does anyone have a solution to the game display problem?

I have another question regarding population_loyalty_bonus.
In my previous map(I edited from EXRM and used BI.exe), whenever I used the population_loyalty_bonus, it will be displayed as the "wonder pip or happiness pip" (I'm not sure which because its more than a year ago), i.e. effects are present, however, when I changed to the bigger map created by Mundus Magnus, the population_loyalty_bonus disappeared OR it could have been due to the ALEXANDER engine. Does anyone know the cause?
Although the EDB guide stated that population_loyalty_bonus does not appear to work, but looking through the EB mod EDB files, one can see the population_loyalty_bonus lines, surely they must have some purpose...

lim_lucky
07-05-2009, 16:58
According to the EDB Guide:

Note 1: Not conditionals (even if true) and positive conditionals that result false seem to break the culture/faction for the slave faction if those buildings are placed at game start - see this thread: https://forums.totalwar.org/vb/showthread.php?t=81322

I have found a way to "skip" pass this not conditions so that the buildings have the correct descriptions and pictures.

The solution lies in the upgrade options that I discovered. I made use of the upgrade options to remove the conditions from the main building lines so that it would not break the culture or faction.

The code is as shown:


building won1
{
levels won1_god0 won1_god1 won1_god2 won1_god3 won1_god4 won1_god5 won1_god6 won1_god7 won1_god8
{
;030709
;(19)Xscythia, numidia,
won1_god0 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } ;and not building_present won2
{
capability
{
happiness_bonus bonus 1
}
construction 2
cost 1000
settlement_min large_city
upgrades
{
;(14)
;zeus(9)
won1_god1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, pontus, } and building_present_min_level temple_of_governors temple_of_governors_pantheon and building_present_min_level hinterland_loc1 a_anatolia
won1_god1 requires factions { seleucid, } and building_present_min_level temple_of_governors temple_of_governors_pantheon and building_present_min_level hinterland_loc1 a_wpersia
won1_god1 requires factions { britons, } and building_present_min_level temple_of_governors temple_of_governors_pantheon and building_present_min_level hinterland_loc1 a_greece
won1_god1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, pontus, britons, } and building_present_min_level temple_of_governors temple_of_governors_pantheon and building_present hinterland_loc1 and not building_present_min_level hinterland_loc1 a_epersia
won1_god1 requires factions { thrace, } and building_present_min_level temple_of_governors temple_of_governors_pantheon and building_present hinterland_loc1
;barb(5)
won1_god1 requires factions { dacia, } and building_present_min_level temple_of_governors temple_of_governors_pantheon_2 and building_present_min_level hinterland_loc2 a_getai and not building_present_min_level hinterland_loc2 a_germania
won1_god1 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level temple_of_governors temple_of_governors_pantheon_2 and building_present_min_level hinterland_loc2 a_alps
won1_god1 requires factions { germans, } and building_present_min_level temple_of_governors temple_of_governors_pantheon_2 and building_present_min_level hinterland_loc2 a_germania
;(11+2)
;hera(5)
won1_god2 requires factions { romans_julii, epirus, greek_cities, macedon, } and building_present_min_level fertility fertility_pantheon_2 and building_present_min_level hinterland_loc1 a_greece
won1_god2 requires factions { romans_julii, epirus, greek_cities, macedon, } and building_present_min_level fertility fertility_pantheon_2 and building_present_min_level hinterland_loc1 a_egypt and hidden_resource home and not building_present_min_level hinterland_loc1 a_greece
won1_god2 requires factions { egypt, } and building_present_min_level fertility fertility_pantheon_2 and building_present_min_level hinterland_loc1 a_egypt
;kybele
won1_god2 requires factions { pontus, } and building_present_min_level fertility fertility_pantheon and building_present_min_level hinterland_loc1 a_anatolia and not building_present_min_level hinterland_loc1 a_egypt and not building_present_min_level fertility fertility_temple_2
;barb(5)
won1_god2 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level battle battle_pantheon_2 and building_present_min_level hinterland_loc2 a_alps
won1_god2 requires factions { germans, } and building_present_min_level battle battle_pantheon_2 and building_present_min_level hinterland_loc2 a_alps
won1_god2 requires factions { spain, } and building_present_min_level temple_of_governors temple_of_governors_pantheon and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
;Damaskos in Syria_Koile
won1_god2 requires factions { seleucid, thrace, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
;(8)
;demeter(5),persephone
won1_god3 requires factions { romans_julii, epirus, greek_cities, pontus, } and building_present_min_level farming farming_pantheon and building_present_min_level hinterland_loc1 a_greece
won1_god3 requires factions { romans_julii, epirus, greek_cities, pontus, } and building_present_min_level farming farming_pantheon and building_present_min_level hinterland_loc1 a_anatolia and not building_present_min_level hinterland_loc1 a_gsm
won1_god3 requires factions { britons, } and building_present_min_level farming farming_pantheon and building_present_min_level hinterland_loc1 a_greece
won1_god3 requires factions { britons, } and building_present_min_level farming farming_pantheon and building_present hinterland_loc1 and not building_present_min_level hinterland_loc1 a_epersia
won1_god3 requires factions { spain, } and building_present_min_level fertility fertility_pantheon_2 and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
won1_god3 requires factions { spain, } and building_present_min_level fertility fertility_pantheon_2 and building_present_min_level hinterland_loc1 a_greece and not building_present_min_level hinterland_loc1 a_italia
;east(2)
won1_god3 requires factions { carthage, } and building_present_min_level farming farming_pantheon and building_present_min_level hinterland_loc3 a_qarthadast
won1_god3 requires factions { seleucid, } and building_present_min_level farming farming_pantheon and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level hinterland_loc1 a_egypt
;(9)
;aphrodite(8)
won1_god4 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level fun fun_pantheon and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level fun fun_temple_2
won1_god4 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level fun fun_pantheon and building_present_min_level hinterland_loc3 a_qarthadast and not building_present_min_level fun fun_temple_2
;barb(1)
won1_god4 requires factions { spain, } and building_present_min_level light light_pantheon_2 and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
won1_god4 requires factions { spain, } and building_present_min_level light light_pantheon and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt and not building_present_min_level light light_temple_2
;(11)
;dionysos(7)
won1_god5 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, } and building_present_min_level fun fun_pantheon_2 and building_present_min_level hinterland_loc1 a_epersia
;barb(4)
won1_god5 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level trade trade_pantheon and building_present_min_level hinterland_loc2 a_alps
won1_god5 requires factions { germans, } and building_present_min_level trade trade_pantheon and building_present_min_level hinterland_loc2 a_germania and not building_present_min_level trade trade_temple_2
;(7+4)
;apollo(6),hammon
won1_god6 requires factions { romans_julii, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level light light_pantheon and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level light light_temple_2
won1_god6 requires factions { carthage, } and building_present_min_level law law_pantheon and building_present_min_level hinterland_loc3 a_qarthadast and not building_present_min_level law law_temple_2
;Tolosa in Volcallra
won1_god6 requires factions { britons, gauls, romans_brutii, romans_scipii,} and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
;(2+2)
;hermes(2)
won1_god7 requires factions { macedon, thrace, } and building_present_min_level horse horse_pantheon_2 and building_present_min_level hinterland_loc1 a_epersia
;Rome in Latium - 20% in 296 BC, 275BC
won1_god7 requires factions { romans_julii, } and hidden_resource rome
;Kart_Hadast in Zeugitana - np
won1_god7 requires factions { carthage, } and building_present_min_level law law_pantheon and building_present_min_level battle battle_pantheon and building_present_min_level hinterland_loc3 a_qarthadast and hidden_resource qa and hidden_resource home
;(+12)
;Hierosolyma - lys present, unbuildable, decide on culture ?
;won1_god8 requires factions { all, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
;Ratae in Corieltauvae - 70%
won1_god8 requires factions { carthage, egypt, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
;Thermon in Aitolia
won1_god8 requires factions { epirus, greek_cities, macedon, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
;Emain_Macha in Cruddain - 10%
won1_god8 requires factions { britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
;Pselkis - 90% lys shift to 2 8 ?
;won2_god8 requires factions { egypt, } and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource n8
;Emporion - lys shift to 2 8 ?
;won2_god8 requires factions { epirus, greek_cities, macedon, } and hidden_resource NW and hidden_resource A and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
won1_god1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
}
}
won1_god1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
{
capability
{
;(14)
religious_belief christianity 2 requires factions { romans_julii, epirus, greek_cities, } and hidden_resource an or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
religious_belief greco 2 requires factions { egypt, macedon, pontus, } and hidden_resource an or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
religious_belief greco 2 requires factions { seleucid, } and hidden_resource an or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
religious_belief greco 2 requires factions { seleucid, } and hidden_resource se and not hidden_resource ba and not hidden_resource an and not hidden_resource eg and not hidden_resource ep and not hidden_resource gk and not hidden_resource italy and not hidden_resource ma
religious_belief greco 2 requires factions { thrace, } and hidden_resource an or hidden_resource ba or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma or hidden_resource pa or hidden_resource se
religious_belief pagan 2 requires factions { britons, } and hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
religious_belief pagan 2 requires factions { dacia, } and hidden_resource ce or hidden_resource da or hidden_resource ep or hidden_resource ma
religious_belief pagan 2 requires factions { gauls, romans_brutii, romans_scipii, } and hidden_resource ce or hidden_resource da or hidden_resource ep or hidden_resource ge or hidden_resource sp
religious_belief pagan 2 requires factions { germans, } and hidden_resource ce or hidden_resource ge or hidden_resource sp
religious_belief barb -1 requires factions { romans_julii, epirus, greek_cities, britons, egypt, macedon, pontus, seleucid, thrace, dacia, gauls, romans_brutii, romans_scipii, germans, }
happiness_bonus bonus 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and building_present hinterland_loc1
law_bonus bonus 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and building_present hinterland_loc1
taxable_income_bonus bonus 10 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and building_present hinterland_loc1
recruits_morale_bonus bonus 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and building_present hinterland_loc1
construction_cost_bonus_religious bonus 15 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and building_present hinterland_loc1
construction_cost_bonus_other bonus 10 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and building_present hinterland_loc1
happiness_bonus bonus 1 requires factions { dacia, gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_getai
law_bonus bonus 1 requires factions { dacia, gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_getai
taxable_income_bonus bonus 10 requires factions { dacia, gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_getai
recruits_morale_bonus bonus 1 requires factions { dacia, gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_getai
construction_cost_bonus_religious bonus 15 requires factions { dacia, gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_getai
construction_cost_bonus_other bonus 10 requires factions { dacia, gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_getai
}
construction 20
cost 30000
settlement_min huge_city
upgrades
{
won1_god2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
}
}
won1_god2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
{
capability
{
;(11+2)
religious_belief christianity 2 requires factions { romans_julii, epirus, greek_cities, } and hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
religious_belief greco 2 requires factions { egypt, macedon, } and hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
religious_belief greco 2 requires factions { pontus, } and hidden_resource an
religious_belief greco 2 requires factions { pontus, } and hidden_resource eg and hidden_resource se
religious_belief greco 2 requires factions { pontus, } and hidden_resource se and not hidden_resource ar and not hidden_resource ba and not hidden_resource eg and not hidden_resource pa
religious_belief pagan 2 requires factions { gauls, romans_brutii, romans_scipii, } and hidden_resource ce or hidden_resource da or hidden_resource ep or hidden_resource ge or hidden_resource sp
religious_belief pagan 2 requires factions { germans, } and hidden_resource ce or hidden_resource ge or hidden_resource sp
religious_belief pagan 2 requires factions { spain, } and hidden_resource sp
religious_belief barb -1 requires factions { romans_julii, epirus, greek_cities, egypt, macedon, pontus, gauls, romans_brutii, romans_scipii, germans, spain, }
happiness_bonus bonus 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
taxable_income_bonus bonus 15 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
recruits_morale_bonus bonus 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
construction_cost_bonus_religious bonus 10 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
construction_cost_bonus_other bonus 6 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
construction_time_bonus_religious bonus 20 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
happiness_bonus bonus 1 requires factions { gauls, romans_brutii, romans_scipii, germans, spain, } and building_present_min_level hinterland_loc2 a_alps
law_bonus bonus 1 requires factions { gauls, romans_brutii, romans_scipii, germans, spain, } and building_present_min_level hinterland_loc2 a_alps
taxable_income_bonus bonus 10 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
recruits_exp_bonus bonus 1 requires factions { gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_alps
recruits_morale_bonus bonus 2 requires factions { gauls, romans_brutii, romans_scipii, germans, spain, } and building_present_min_level hinterland_loc2 a_alps
armour bonus 1 requires factions { gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_alps
construction_cost_bonus_military bonus 10 requires factions { gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_alps
construction_cost_bonus_defensive bonus 10 requires factions { gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_alps
construction_cost_bonus_religious bonus 10 requires factions { spain, } and hidden_resource sp
construction_cost_bonus_other bonus 10 requires factions { spain, } and hidden_resource sp
;onesix egyptian = Heliopolis / Baalbek - SYRIA KOILE Damaskos
;buildable, present
religious_belief greco 2 requires factions { egypt, macedon, seleucid, thrace, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
religious_belief greco 1 requires factions { romans_julii, carthage, epirus, greek_cities, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, scythia, numidia, parthia, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
religious_belief barb -1 requires factions { all, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
happiness_bonus bonus 1 requires factions { all, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
trade_base_income_bonus bonus 1 requires factions { all, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
recruits_morale_bonus bonus 1 requires factions { all, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
construction_cost_bonus_religious bonus 20 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, parthia, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
construction_time_bonus_religious bonus 20 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, parthia, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
}
construction 20
cost 30000
settlement_min huge_city
upgrades
{
won1_god3 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
}
}
won1_god3 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
{
capability
{
;(8)
religious_belief christianity 2 requires factions { romans_julii, epirus, greek_cities, } and hidden_resource an or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
religious_belief greco 2 requires factions { pontus, } and hidden_resource an or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
religious_belief zoroastrian 2 requires factions { carthage, } and hidden_resource qa
religious_belief greco 1 requires factions { seleucid, } and hidden_resource se and not hidden_resource ba and not hidden_resource pa
religious_belief zoroastrian 1 requires factions { seleucid, } and hidden_resource se and not hidden_resource ba and not hidden_resource pa
religious_belief pagan 1 requires factions { britons, } and hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
religious_belief pagan 2 requires factions { spain, } and hidden_resource sp or hidden_resource ep or hidden_resource gk or hidden_resource ma
religious_belief barb -1 requires factions { romans_julii, epirus, greek_cities, pontus, carthage, seleucid, britons, spain, }
happiness_bonus bonus 1 requires factions { romans_julii, epirus, greek_cities, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
happiness_bonus bonus 1 requires factions { britons, } and building_present hinterland_loc1
happiness_bonus bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
happiness_bonus bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc1 a_greece and not building_present_min_level hinterland_loc1 a_italia
happiness_bonus bonus 1 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
happiness_bonus bonus 1 requires factions { seleucid, } and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level hinterland_loc1 a_egypt
taxable_income_bonus bonus 5 requires factions { romans_julii, epirus, greek_cities, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
taxable_income_bonus bonus 5 requires factions { britons, } and building_present hinterland_loc1
taxable_income_bonus bonus 5 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
taxable_income_bonus bonus 5 requires factions { spain, } and building_present_min_level hinterland_loc1 a_greece and not building_present_min_level hinterland_loc1 a_italia
taxable_income_bonus bonus 5 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
taxable_income_bonus bonus 5 requires factions { seleucid, } and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level hinterland_loc1 a_egypt
farming_level bonus 1 requires factions { romans_julii, epirus, greek_cities, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
farming_level bonus 1 requires factions { britons, } and building_present hinterland_loc1
farming_level bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
farming_level bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc1 a_greece and not building_present_min_level hinterland_loc1 a_italia
farming_level bonus 1 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
farming_level bonus 1 requires factions { seleucid, } and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level hinterland_loc1 a_egypt
recruits_morale_bonus bonus 1 requires factions { romans_julii, epirus, greek_cities, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
recruits_morale_bonus bonus 1 requires factions { britons, } and building_present hinterland_loc1
recruits_morale_bonus bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
recruits_morale_bonus bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc1 a_greece and not building_present_min_level hinterland_loc1 a_italia
recruits_morale_bonus bonus 1 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
recruits_morale_bonus bonus 1 requires factions { seleucid, } and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level hinterland_loc1 a_egypt
construction_cost_bonus_other bonus 8 requires factions { romans_julii, epirus, greek_cities, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
construction_cost_bonus_other bonus 8 requires factions { britons, } and building_present hinterland_loc1
construction_cost_bonus_other bonus 8 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
construction_cost_bonus_other bonus 8 requires factions { spain, } and building_present_min_level hinterland_loc1 a_greece and not building_present_min_level hinterland_loc1 a_italia
construction_cost_bonus_other bonus 8 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
construction_cost_bonus_other bonus 8 requires factions { seleucid, } and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level hinterland_loc1 a_egypt
}
construction 20
cost 30000
settlement_min huge_city
upgrades
{
won1_god4 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
}
}
won1_god4 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
{
capability
{
;(9)
religious_belief christianity 2 requires factions { romans_julii, carthage, epirus, greek_cities, } and hidden_resource an or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma or hidden_resource qa
religious_belief christianity 2 requires factions { romans_julii, carthage, epirus, greek_cities, } and hidden_resource se and not hidden_resource ba and not hidden_resource an and not hidden_resource eg and not hidden_resource ep and not hidden_resource gk and not hidden_resource italy and not hidden_resource ma and not hidden_resource qa
religious_belief greco 2 requires factions { egypt, macedon, seleucid, pontus, } and hidden_resource an or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma or hidden_resource qa
religious_belief greco 2 requires factions { egypt, macedon, seleucid, pontus, } and hidden_resource se and not hidden_resource ba and not hidden_resource an and not hidden_resource eg and not hidden_resource ep and not hidden_resource gk and not hidden_resource italy and not hidden_resource ma and not hidden_resource qa
religious_belief pagan 2 requires factions { spain, } and hidden_resource sp
religious_belief barb -1 requires factions { romans_julii, carthage, epirus, greek_cities, egypt, macedon, seleucid, pontus, spain, }
happiness_bonus bonus 2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
happiness_bonus bonus 2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc3 a_qarthadast
taxable_income_bonus bonus 8 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
taxable_income_bonus bonus 8 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc3 a_qarthadast
recruits_morale_bonus bonus 2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
recruits_morale_bonus bonus 2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc3 a_qarthadast
construction_cost_bonus_religious bonus 5 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
construction_cost_bonus_religious bonus 5 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc3 a_qarthadast
construction_cost_bonus_other bonus 5 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
construction_cost_bonus_other bonus 5 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc3 a_qarthadast
population_health_bonus bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
taxable_income_bonus bonus 10 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
recruits_morale_bonus bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
construction_cost_bonus_religious bonus 7 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
construction_cost_bonus_other bonus 7 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
}
construction 20
cost 30000
settlement_min huge_city
upgrades
{
won1_god5 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
}
}
won1_god5 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
{
capability
{
;(11)
religious_belief christianity 2 requires factions { romans_julii, epirus, greek_cities, } and hidden_resource an or hidden_resource ba or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma or hidden_resource pa or hidden_resource se
religious_belief greco 2 requires factions { egypt, macedon, seleucid, thrace, } and hidden_resource an or hidden_resource ba or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma or hidden_resource pa or hidden_resource se
religious_belief pagan 2 requires factions { gauls, romans_brutii, romans_scipii, } and hidden_resource ce or hidden_resource da or hidden_resource ep or hidden_resource ge or hidden_resource sp
religious_belief pagan 2 requires factions { germans, } and hidden_resource ce or hidden_resource ge or hidden_resource sp
religious_belief barb -1 requires factions { romans_julii, epirus, greek_cities, egypt, macedon, seleucid, thrace, gauls, romans_brutii, romans_scipii, germans, }
happiness_bonus bonus 5 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, } and building_present_min_level hinterland_loc1 a_epersia
recruits_morale_bonus bonus 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, } and building_present_min_level hinterland_loc1 a_epersia
taxable_income_bonus bonus 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, } and building_present_min_level hinterland_loc1 a_epersia
law_bonus bonus -1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, } and building_present_min_level hinterland_loc1 a_epersia
population_growth_bonus bonus -1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, } and building_present_min_level hinterland_loc1 a_epersia
recruits_exp_bonus bonus -1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, } and building_present_min_level hinterland_loc1 a_epersia
happiness_bonus bonus 2 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level hinterland_loc2 a_alps
taxable_income_bonus bonus 8 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level hinterland_loc2 a_alps
recruits_morale_bonus bonus 2 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level hinterland_loc2 a_alps
construction_cost_bonus_religious bonus 8 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level hinterland_loc2 a_alps
construction_cost_bonus_other bonus 8 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level hinterland_loc2 a_alps
taxable_income_bonus bonus 5 requires factions { germans, } and building_present_min_level hinterland_loc2 a_germania
farming_level bonus 1 requires factions { germans, } and building_present_min_level hinterland_loc2 a_germania
recruits_morale_bonus bonus 1 requires factions { germans, } and building_present_min_level hinterland_loc2 a_germania
construction_cost_bonus_religious bonus 8 requires factions { germans, } and building_present_min_level hinterland_loc2 a_germania
construction_cost_bonus_other bonus 8 requires factions { germans, } and building_present_min_level hinterland_loc2 a_germania
}
construction 20
cost 30000
settlement_min huge_city
upgrades
{
won1_god6 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
}
}
won1_god6 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
{
capability
{
;(7+4)
religious_belief christianity 2 requires factions { romans_julii, macedon, } and hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
religious_belief greco 2 requires factions { romans_julii, macedon, } and hidden_resource se and not hidden_resource ba and not hidden_resource an and not hidden_resource eg and not hidden_resource ep and not hidden_resource gk and not hidden_resource italy and not hidden_resource ma
religious_belief christianity 1 requires factions { romans_julii, macedon, } and hidden_resource an or hidden_resource eg
religious_belief greco 1 requires factions { romans_julii, macedon, } and hidden_resource an or hidden_resource eg
religious_belief christianity 2 requires factions { epirus, greek_cities, } and hidden_resource an or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
religious_belief christianity 2 requires factions { epirus, greek_cities, } and hidden_resource se and not hidden_resource ba and not hidden_resource an and not hidden_resource eg and not hidden_resource ep and not hidden_resource gk and not hidden_resource italy and not hidden_resource ma
religious_belief greco 2 requires factions { seleucid, pontus, } and hidden_resource an or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
religious_belief greco 2 requires factions { seleucid, pontus, } and hidden_resource se and not hidden_resource ba and not hidden_resource an and not hidden_resource eg and not hidden_resource ep and not hidden_resource gk and not hidden_resource italy and not hidden_resource ma
religious_belief zoroastrian 2 requires factions { carthage, } and hidden_resource qa
religious_belief barb -1 requires factions { romans_julii, macedon, epirus, greek_cities, seleucid, pontus, carthage, }
happiness_bonus bonus 1 requires factions { romans_julii, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
population_health_bonus bonus 1 requires factions { romans_julii, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
taxable_income_bonus bonus 10 requires factions { romans_julii, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
recruits_morale_bonus bonus 1 requires factions { romans_julii, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
construction_cost_bonus_other bonus 10 requires factions { romans_julii, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
happiness_bonus bonus 1 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
law_bonus bonus 1 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
taxable_income_bonus bonus 10 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
recruits_morale_bonus bonus 1 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
construction_cost_bonus_religious bonus 15 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
construction_cost_bonus_other bonus 10 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
;oneone barbarian = Tolosa Lakes - VOLCALLRA Tolosa
;buildable, present
religious_belief pagan 1 requires factions { all, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
religious_belief barb -1 requires factions { britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, scythia, numidia, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
happiness_bonus bonus 1 requires factions { all, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
law_bonus bonus 1 requires factions { britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, scythia, numidia, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
taxable_income_bonus bonus 10 requires factions { britons, gauls, romans_brutii, romans_scipii, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
trade_base_income_bonus bonus 1 requires factions { britons, gauls, romans_brutii, romans_scipii, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
recruits_morale_bonus bonus 2 requires factions { britons, gauls, romans_brutii, romans_scipii, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
}
construction 20
cost 30000
settlement_min huge_city
upgrades
{
won1_god7 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
}
}
won1_god7 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
{
capability
{
religious_belief greco 2 requires factions { macedon, thrace, } and hidden_resource an or hidden_resource ba or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma or hidden_resource pa or hidden_resource se
religious_belief barb -1 requires factions { macedon, thrace, } and hidden_resource an or hidden_resource ba or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma or hidden_resource pa or hidden_resource se
happiness_bonus bonus 1 requires factions { macedon, thrace, } and building_present_min_level horse horse_pantheon_2 and building_present_min_level hinterland_loc1 a_epersia
taxable_income_bonus bonus 15 requires factions { macedon, thrace, } and building_present_min_level horse horse_pantheon_2 and building_present_min_level hinterland_loc1 a_epersia
trade_level_bonus bonus 2 requires factions { macedon, thrace, } and building_present_min_level horse horse_pantheon_2 and building_present_min_level hinterland_loc1 a_epersia
;oneone roman = Capitoline - LATIUM2 Rome
;buildable, present - 296 BC, 275 BC - 20% damage
religious_belief christianity 1 requires factions { carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, scythia, numidia, parthia, } and hidden_resource rome
religious_belief christianity 2 requires factions { romans_julii, } and hidden_resource rome
religious_belief barb -1 requires factions { all, } and hidden_resource rome
happiness_bonus bonus 1 requires factions { all, } and hidden_resource rome
law_bonus bonus 1 requires factions { romans_julii, } and hidden_resource rome and not building_present_min_level hinterland_age age3
law_bonus bonus 2 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age3
recruits_morale_bonus bonus 1 requires factions { romans_julii, } and hidden_resource rome and not building_present_min_level hinterland_age age2
recruits_exp_bonus bonus 1 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age2 and not building_present_min_level hinterland_age age5
recruits_morale_bonus bonus 1 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age5
recruits_exp_bonus bonus 1 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age5
taxable_income_bonus bonus 10 requires factions { romans_julii, } and hidden_resource rome and not building_present_min_level hinterland_age age2
taxable_income_bonus bonus 12 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age2 and not building_present_min_level hinterland_age age5
taxable_income_bonus bonus 15 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age5
construction_cost_bonus_religious bonus 15 requires factions { romans_julii, } and hidden_resource rome
construction_cost_bonus_other bonus 10 requires factions { romans_julii, } and hidden_resource rome
construction_time_bonus_military bonus 5 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age2 and not building_present_min_level hinterland_age age5
construction_time_bonus_defensive bonus 5 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age2 and not building_present_min_level hinterland_age age5
construction_time_bonus_military bonus 10 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age5
construction_time_bonus_defensive bonus 10 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age5
;oneone carthaginian = Ba'al Complex - ZEUGITANA Kart-Hadast
;buildable, np
religious_belief zoroastrian 2 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
religious_belief zoroastrian 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, scythia, numidia, parthia, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
religious_belief barb -1 requires factions { all, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
happiness_bonus bonus 1 requires factions { all, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
law_bonus bonus 1 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
taxable_income_bonus bonus 5 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
trade_base_income_bonus bonus 1 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
recruits_morale_bonus bonus 1 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
recruits_exp_bonus bonus 1 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
construction_cost_bonus_religious bonus 10 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
construction_cost_bonus_other bonus 10 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
construction_cost_bonus_military bonus 10 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
construction_cost_bonus_defensive bonus 10 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
construction_time_bonus_religious bonus 20 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
construction_time_bonus_other bonus 10 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
construction_time_bonus_military bonus 10 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
construction_time_bonus_defensive bonus 10 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
}
construction 20
cost 30000
settlement_min huge_city
upgrades
{
won1_god8 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
}
}
won1_god8 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
{
capability
{
;oneeight carthaginian = Temples of Agrigento - ELIMYA Lilibeo - Corieltauvae
;buildable, present - 70% damage
religious_belief zoroastrian 1 requires factions { carthage, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
religious_belief greco 1 requires factions { egypt, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
religious_belief christianity 1 requires factions { all, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
religious_belief barb -1 requires factions { all, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
happiness_bonus bonus 1 requires factions { all, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
taxable_income_bonus bonus 3 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
trade_base_income_bonus bonus 1 requires factions { all, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
recruits_morale_bonus bonus 1 requires factions { all, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
construction_cost_bonus_religious bonus 10 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource n8
construction_time_bonus_religious bonus 20 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource n8
;onetwo greek = Delphinion - AITOLIA Thermon
;buildable, present
religious_belief christianity 1 requires factions { all, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
religious_belief barb -1 requires factions { greek_cities, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
happiness_bonus bonus 1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
happiness_bonus bonus -3 requires factions { armenia, dacia, gauls, germans, romans_brutii, romans_scipii, spain, scythia, numidia, parthia, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
taxable_income_bonus bonus 25 requires factions { slave, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
taxable_income_bonus bonus 20 requires factions { egypt, epirus, greek_cities, macedon, seleucid, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
taxable_income_bonus bonus 15 requires factions { romans_julii, thrace, pontus, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
taxable_income_bonus bonus 10 requires factions { carthage, armenia, parthia, britons, dacia, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
taxable_income_bonus bonus 5 requires factions { gauls, germans, romans_brutii, romans_scipii, spain, scythia, numidia, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
trade_base_income_bonus bonus 1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
recruits_morale_bonus bonus 1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
;onesix barbarian = Teamhaidh Cnocinhaofan - CRUDDAIN Emain_Macha
;buildable, present - 10% damage
religious_belief pagan 1 requires factions { all, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
religious_belief barb -2 requires factions { all, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
law_bonus bonus 1 requires factions { britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
population_loyalty_bonus bonus 1 requires factions { britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
trade_base_income_bonus bonus 1 requires factions { britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
recruits_morale_bonus bonus 1 requires factions { britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
}
construction 20
cost 30000
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}


I know the code is huge, but I will narrow down for explanation.
We only need to include this line under upgrades (I have 8 of these for each level):
upgrades
{
won1_god2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
}

This code does NOTHING since I did not place the hidden resource not_here at all. But this will
1) SOLVE the issue of building gaps present upon game exit (not a major problem actually)
2) Render upgrades for all other unnecessary factions as NULL while actual upgrade are represented as other code lines.
3) And thus reduce / make the building level requirements unnecessary, hence prevent the culture to break due to not conditions.

:sweatdrop: Hopefully someone has advice on the population_loyalty_bonus issue I face?

PatricianS
07-06-2009, 00:30
I know the code is huge, but I will narrow down for explanation.
We only need to include this line under upgrades (I have 8 of these for each level):
upgrades
{
won1_god2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
}

This code does NOTHING since I did not place the hidden resource not_here at all. But this will
1) SOLVE the issue of building gaps present upon game exit (not a major problem actually)
2) Render upgrades for all other unnecessary factions as NULL while actual upgrade are represented as other code lines.
3) And thus reduce / make the building level requirements unnecessary, hence prevent the culture to break due to not conditions.
Hehe - I actually use the exact same trick :P

I've had loads of problems with that annoying gap error... For some trees we even had to add counter HR (like requires HR not_indo_european instead of requires not HR indo_european), Obviousy this is such a shame of all those extra HRs that get lost because of this... this (in my case) "not_used" HR simply opens up a whole new world... Allowing the most complex trees without EDB starting to complain :D

Oh btw, you can make it look a bit more easy by simply using:
upgrades
{
won1_god2 requires factions { all, } and hidden_resource not_here
}

:)


:sweatdrop: Hopefully someone has advice on the population_loyalty_bonus issue I face?
Sorry... can't help you here...

lim_lucky
07-06-2009, 05:36
Hehe - I actually use the exact same trick :P

I've had loads of problems with that annoying gap error... For some trees we even had to add counter HR (like requires HR not_indo_european instead of requires not HR indo_european), Obviousy this is such a shame of all those extra HRs that get lost because of this... this (in my case) "not_used" HR simply opens up a whole new world... Allowing the most complex trees without EDB starting to complain :D

Oh btw, you can make it look a bit more easy by simply using:
upgrades
{
won1_god2 requires factions { all, } and hidden_resource not_here
}

:)


Sorry... can't help you here...

Thanks for the reply, I suppose I just have to hold on and search for threads on population_loyalty_bonus...

:idea2: Hmm, are you referring to using the same trick to prevent prevent culture break or building gap error? Regardless of which, since you're already using the upgrades, I suppose you're solving the culture break issue IF the main building levels did not use not conditions.

Btw, I'm curious as to why counter HR has to be used, could you share the basis behind such a procedure because I may encounter such a situation later.

Also the reason why I didn't use all was because the first building level did not use { all, } (missed out some factions), so I simply used those factions as it was logically sound and that I was afraid there would be errors if I added more factions below that might result it building gap error. In short, I would like to ask whether using { all, } is stable since the first building level did not include all the factions. I deliberately omitted certain factions because I did not even want them to build the first structure, because I did not want to use not conditions in the first building level to break the culture and cause description and graphics display to screw up.

PatricianS
07-06-2009, 09:44
Thanks for the reply, I suppose I just have to hold on and search for threads on population_loyalty_bonus...

:idea2: Hmm, are you referring to using the same trick to prevent prevent culture break or building gap error? Regardless of which, since you're already using the upgrades, I suppose you're solving the culture break issue IF the main building levels did not use not conditions.
I only used it for the gap error...


Btw, I'm curious as to why counter HR has to be used, could you share the basis behind such a procedure because I may encounter such a situation later.

Here is the tree for which I had to use it: (I stripped all bonuses to make it read more easy)

building keltoi_govt
{
levels kelt_govt_1 kelt_govt_2 kelt_govt_3 kelt_govt_4 kelt_govt_5 kelt_govt_6 kelt_govt_7 kelt_govt_8 kelt_govt_9
{
; Military Administartion
kelt_govt_1 requires factions { gauls, } and building_present_min_level hinterland_settlement_id id_1
{
capability
{
;bla
}
construction 1
cost 400
settlement_min village
upgrades
{
kelt_govt_2
kelt_govt_3
kelt_govt_4
}
}
kelt_govt_2 requires factions { gauls, } and hidden_resource not_indo_european
{
capability
{
;bla
}
construction 12
cost 3200
settlement_min town
upgrades
{
kelt_govt_5
}
}
kelt_govt_3 requires factions { gauls, } and hidden_resource indo_european
{
capability
{
;bla
}
construction 6
cost 2400
settlement_min town
upgrades
{
kelt_govt_6
}
}
kelt_govt_4 requires factions { gauls, } and hidden_resource indo_european or hidden_resource not_indo_european
{
capability
{
;bla
}
construction 4
cost 1600
settlement_min town
upgrades
{
}
}
kelt_govt_5 requires factions { gauls, } and hidden_resource not_indo_european
{
capability
{
;bla
}
construction 12
cost 3600
settlement_min town
upgrades
{
kelt_govt_6
}
}
kelt_govt_6 requires factions { gauls, }
{
capability
{
;bla
}
construction 12
cost 4800
settlement_min town
upgrades
{
kelt_govt_7
}
}
kelt_govt_7 requires factions { gauls, }
{
capability
{
;bla
}
construction 12
cost 4800
settlement_min town
upgrades
{
kelt_govt_8
kelt_govt_9
}
}
; Keltoi Provincial Capital
kelt_govt_8 requires factions { gauls, } and hidden_resource provincial_capital
{
capability
{
;bla
}
construction 6
cost 4000
settlement_min town
upgrades
{
kelt_govt_9
}
}
; Keltoi Capital - Council of Druids
kelt_govt_9 requires factions { gauls, } and hidden_resource capital and hidden_resource italy and hidden_resource aor_gaul
{
capability
{
;bla
}
faction_capability
{
; moved to NCR
}
construction 16
cost 6400
settlement_min town
upgrades
{
}
}
}
}

Here for some of the lower levels, I had to use "requires not HR indo_european". But if you use this is the first buildings, then you HAVE to use it in all levels that come after it or you will get the gap error. So I had to add an HR called "not_indo_european" to all region that don't have the original indo_european HR. So if you then use "requires HR not_indo_european", it is as if you use "requires not HR indo_european". (I learned this trick from Aradan)

However, now it appears to be possible to use requirements in the upgrades section of a building, this trick is no longer needed. Because you can make all levels available to the eyes of EDB, without being able to build it, by using the not_used HR.

A problem is that you can't use upgrade requirements for the first level in a tree. So if you want to use "requires not HR blabla" for the first level, you might still have to use this counter HR :)


Also the reason why I didn't use all was because the first building level did not use { all, } (missed out some factions), so I simply used those factions as it was logically sound and that I was afraid there would be errors if I added more factions below that might result it building gap error. In short, I would like to ask whether using { all, } is stable since the first building level did not include all the factions. I deliberately omitted certain factions because I did not even want them to build the first structure, because I did not want to use not conditions in the first building level to break the culture and cause description and graphics display to screw up.
Ah ok... I thought you had listed every single faction... In this case I wouldn't know if you can use { all, }... But I have in such occasions done the same as you with simply listing the factions you want listed.

lim_lucky
07-06-2009, 23:26
However, now it appears to be possible to use requirements in the upgrades section of a building, this trick is no longer needed. Because you can make all levels available to the eyes of EDB, without being able to build it, by using the not_used HR.

A problem is that you can't use upgrade requirements for the first level in a tree. So if you want to use "requires not HR blabla" for the first level, you might still have to use this counter HR :)


Thanks! I just thought of how I could apply this to my mod especially for the first level in a building tree as you had mentioned.

Dol Guldur
07-07-2009, 15:13
Glad to see research and testing still being done.

In reference to the BCs (building conditionals) on capability lines, the problem is well known. In the case of recruitment capability lines it should not, of course, be used. I believe BCs are really only intended for the building itself. The CTDs with capabilities, recruitments and BCs are discussed somewhere - earlier in this thread I think.

However, you can use "hidden buildings" to mask them when correctly set up. This is where you create a graphic that covers the whole scroll. You can see these buildings in every region of FATW for example.

CaesarVincens
07-14-2009, 04:47
Using the code you want then the code "or hidden_resource not_used (orwhatever your non-existant resource is called) should fix the gap.

So if you had a building for Gaul that you don't want them to build in Italy it would be like this (for the first level):

building requires not hidden_resource italia and factions { gauls, } or factions { gauls, } and hidden_resource not_used

this might also work:
building requires factions { gauls, } and not hidden_resource italia or hidden_resource not_used

Also, there is at least one (released) mod which uses the new method to actual effect: Diadochi: Total War. The new method allows a building to have three distinct requirements whereas only two would have been possible under conventional coding.

Strangely though, the building doesn't show up in the building browser except for the first group.

Dol Guldur
07-14-2009, 09:59
You should not use "not" in the building requirements as it will block it from appearing in the building browser (and all subsequent levels).

When I "branched" back in FATW I believe I set all the relevant levels to the same settlement-level so that the building browser presented something visually organized. I dislike it when mods have BBs messed up ;)

I'm not sure of the dynamics when the upgrades lines are used. My feeling has always been that if it does not display correctly in the BB then there might be some problem down the road - and certainly it's not much use to the player.

CaesarVincens
07-14-2009, 14:37
You should not use "not" in the building requirements as it will block it from appearing in the building browser (and all subsequent levels).

When I "branched" back in FATW I believe I set all the relevant levels to the same settlement-level so that the building browser presented something visually organized. I dislike it when mods have BBs messed up ;)

I'm not sure of the dynamics when the upgrades lines are used. My feeling has always been that if it does not display correctly in the BB then there might be some problem down the road - and certainly it's not much use to the player.

I see, now that you mention it I think I remember reading that before. I though it only applied to building_present(_min_level) requirements, right?

Well in their case (DTW's), there isn't really a way around it. They have culturally specific barracks, one for Roman, Greek, Eastern, and Barbarian each. Egypt and Thrace both have access to the Greek barracks, but also the Eastern and Barbarian barracks respectively. However, it is coded so that they cannot build each type in the same settlement. If you have suggestions as to a way around this they would be glad to have a fix.

Dol Guldur
07-14-2009, 16:45
I see, now that you mention it I think I remember reading that before. I though it only applied to building_present(_min_level) requirements, right?

No, it refers to HRs too hence the use of such names as "not_here"

CaesarVincens
07-15-2009, 17:46
No, it refers to HRs too hence the use of such names as "not_here"

Strange, because I use "not HR x" and the building shows up. I'll post some screen shots when I can.

CaesarVincens
07-17-2009, 07:52
Ok, I did a quick bit of testing. I found that the format "building requires x and not hidden_resource y" would not show up in the building browser, but "building requires x and hidden_resource dummyHR or not hidden_resource y" would show up. Functionality appears to be the same for both formats. This did not work for building level requirements, but a dummy building might work in that case, in analogy to the dummy HR.

lim_lucky
08-04-2009, 05:29
Could you explain what you mean by - "building requires x and not hidden_resource y" would not show up in the building browser, but "building requires x and hidden_resource dummyHR or not hidden_resource y" would show up. - I'm wondering what x is, is it a building / HR?

Dol Guldur
08-04-2009, 09:09
Update: HouseOfHam's EDB Validator tool has been added to the resource links of the tutorial.

Direct Link: http://www.twcenter.net/forums/showthread.php?t=282662

lim_lucky
08-06-2009, 15:02
Oh btw, you can make it look a bit more easy by simply using:
upgrades
{
won1_god2 requires factions { all, } and hidden_resource not_here
}


Although this reply concerning the statement is a bit late, its better than nothing. I have found that the upgrade code provided by PatricianS above seems to work, even if the main building lines does not have all the factions, i.e. using the above example, the building line shown below will still function and no error is reported:
won1_god2 requires factions { romans_ julii, } ;and other conditions

The only problem is that the building may not appear on the building browser because the conditions may not suit the format as stated by CaesarVincens below:


Ok, I did a quick bit of testing. I found that the format "building requires x and not hidden_resource y" would not show up in the building browser, but "building requires x and hidden_resource dummyHR or not hidden_resource y" would show up. Functionality appears to be the same for both formats. This did not work for building level requirements, but a dummy building might work in that case, in analogy to the dummy HR.

Using a dummy building in the upgrades should provide similar benefits to the coding above (regarding culture break, building gap n stuff in my earlier post) AND will allow the 'building' to be present in the building browser.

upgrades
{
;GENUINE upgrade lines - it is better for hidden resources to be used here
building_name requires factions { all, } and hidden_resource x and not hidden_resource y ;and blah blah
;to allow building browser to display buildings EVERYWHERE irregardless of eligibility I guess - I view this option as a better alternative than not having a building browser at all.
building_name requires factions { all, } and building_present_min_level dummy dummy1 ;or building_present dummy depending on the building constraits, as dummy 1 can be any vacant and unreachable level in any building tree like the smiths, mines or roads or whatever.
}
;Actual building line - it is advisable to use building_present/_min_level here to allow players to see requirements
building_name requires factions { all, } and building_present_min_level market market

Again, pertaining to upgrade coding to display buildings in the building browser,
I am not sure whether a dummy hidden_resource works... i.e.
upgrades
{
;to prevent building gap error ...
won1_god2 requires factions { all, } and hidden_resource not_here
}

CaesarVincens
08-06-2009, 19:23
Could you explain what you mean by - "building requires x and not hidden_resource y" would not show up in the building browser, but "building requires x and hidden_resource dummyHR or not hidden_resource y" would show up. - I'm wondering what x is, is it a building / HR?

I think you figured this out, but by 'x' I meant any building. "dummyHR" just means a hidden resource that isn't used in descr_regions.


Although this reply concerning the statement is a bit late, its better than nothing. I have found that the upgrade code provided by PatricianS above seems to work, even if the main building lines does not have all the factions, i.e. using the above example, the building line shown below will still function and no error is reported:
won1_god2 requires factions { romans_ julii, } ;and other conditions


The only problem is that the building may not appear on the building browser because the conditions may not suit the format as stated by CaesarVincens below:



Using a dummy building in the upgrades should provide similar benefits to the coding above (regarding culture break, building gap n stuff in my earlier post) AND will allow the 'building' to be present in the building browser.

From my quick testing, a dummy building did not function in the same way as a dummy hidden resource, that is it did not cause the building to appear in the browser.


upgrades
{
;GENUINE upgrade lines - it is better for hidden resources to be used here
building_name requires factions { all, } and hidden_resource x and not hidden_resource y ;and blah blah
;to allow building browser to display buildings EVERYWHERE irregardless of eligibility I guess - I view this option as a better alternative than not having a building browser at all.
building_name requires factions { all, } and building_present_min_level dummy dummy1 ;or building_present dummy depending on the building constraits, as dummy 1 can be any vacant and unreachable level in any building tree like the smiths, mines or roads or whatever.
}
;Actual building line - it is advisable to use building_present/_min_level here to allow players to see requirements
building_name requires factions { all, } and building_present_min_level market market

I haven't done any testing with using requirements in both the upgrade line and building line. My thought is that it might mess things up, otherwise if more generic requirements are used it might work. Let me know if you've tested it and anything is contrary to my thoughts. I like using a dummy building in another line so it shows up in the browser. I'll do some testing with that and see what I can get done.


Again, pertaining to upgrade coding to display buildings in the building browser,
I am not sure whether a dummy hidden_resource works... i.e.
upgrades
{
;to prevent building gap error ...
won1_god2 requires factions { all, } and hidden_resource not_here
}

A dummy hidden resource would prevent the building from showing up unless there is an alternate requirement, even a negative one. However, it will maintain the illusion that any faction could build that level and prevent the gap error.

It's amazing to think that RTW has been out for so long an this is still very new information!

lim_lucky
08-08-2009, 05:25
I haven't done any testing with using requirements in both the upgrade line and building line. My thought is that it might mess things up, otherwise if more generic requirements are used it might work. Let me know if you've tested it and anything is contrary to my thoughts. I like using a dummy building in another line so it shows up in the browser. I'll do some testing with that and see what I can get done.
It's amazing to think that RTW has been out for so long an this is still very new information!

I just realized that I never tested the validity (regarding building logic/whether the building is actually buildable) of my code before posting the double requirements in both upgrade and building lines. This is mainly because I worked solely on the upgrade lines previously until I read your post regarding the building browser and then I realized a big disadvantage with it. So I just transferred all building_present requirements to the building_lines, leaving hidden_resource in upgrade lines, but I failed to test it logically although I only checked the building browser because I was "focusing" on it.

Hence, I did a single, quick and simple test, =D. Not rigorous, but the result is reassuring so I will just "accept" that it works while I continue modding...

;...usual codes
upgrades
{
building_name requires hidden_resource rome
}
}
building_name requires factions { romans_julii, } and building_present_min_level core_building proconsuls_palace
{
;...usual codes

The building will only be buildable at places with hidden_resource rome, BUT the building will also be available in building browsers of all cities (regardless of availability of hidden_resource rome) although it cannot be built.



A dummy hidden resource would prevent the building from showing up unless there is an alternate requirement, even a negative one. However, it will maintain the illusion that any faction could build that level and prevent the gap error.

This seems to be some "exceptions" especially when factions { all, } is used throughout the building lines, I am not sure why. I have posted the roads as an example, and all the roads happen to appear on the browser except for highways2, which happens not to have factions { all, } attached to the upgrade or building lines.



building hinterland_roads
{
levels roads paved_roads highways roads1 roads2 highways2
{
roads requires factions { all, }
{
capability
{
road_level 0
}
construction 1
cost 1200
settlement_min town
upgrades
{
; paved_roads requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, }
; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and hidden_resource sc or hidden_resource yu
; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and not hidden_resource sc and not hidden_resource yu
; roads1 requires factions { scythia, numidia, }
;to test
paved_roads requires factions { romans_julii, } and hidden_resource rome
paved_roads requires factions { all, } and hidden_resource not_here
}
}
;to try
paved_roads requires factions { all, } and building_present_min_level core_building proconsuls_palace
{
capability
{
road_level 1
}
construction 3
cost 2400
settlement_min large_town
upgrades
{
;(11)civ
highways requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
;(7)barb civ
highways requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
highways requires factions { germans, } and building_present_min_level agee agee3
highways requires factions { romans_brutii, } and building_present_min_level agee agee4
highways requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
roads2 requires factions { britons, dacia, germans, gauls, romans_brutii, romans_scipii, spain, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
highways requires factions { all, } and hidden_resource not_here
;(2)nomad
roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace
highways requires factions { all, } and hidden_resource not_here
}
}
highways requires factions { all, }
{
capability
{
road_level 2
}
construction 4
cost 4800
settlement_min city
upgrades
{
highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
roads1 requires factions { all, } and hidden_resource not_here
}
}
roads1 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
{
capability
{
road_level 1
}
construction 9
cost 1200
settlement_min city
upgrades
{
;(11)civ
roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
;(7)barb civ
roads2 requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
roads2 requires factions { germans, } and building_present_min_level agee agee3
roads2 requires factions { germans, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee3
roads2 requires factions { romans_brutii, } and building_present_min_level agee agee4
roads2 requires factions { romans_brutii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee4
roads2 requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
roads2 requires factions { gauls, romans_scipii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee6
;(2)nomad
roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace and building_present_min_level market nomadforum and building_present_min_level health doctor
roads2 requires factions { all, } and hidden_resource not_here
}
}
roads2 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
{
capability
{
road_level 2
}
construction 12
cost 2400
settlement_min large_city
upgrades
{
highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
}
}
highways2 requires factions { romans_julii, } and building_present_min_level market forum and building_present_min_level academic ludus_magnus and building_present_min_level age age6
{
capability
{
road_level 3
}
construction 8
cost 9600
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}


I have some questions:
1) Regarding road_level, I used road_level 3 and it "works" although there is no visible effects (i.e. road does not change) and there is no error reported - has anyone encountered an error or a use for road_level 3 before?
2) There is also no bonus in trade or income whenever road is upgraded (i.e. road_level 1 to road_level 2, is that just my game acting wierd or its the norm?
3) According to the guide:
Trade_fleet, mine_resource, road_level, and the games, races and the four defensive effects carry no stand-alone "bonus" in the EDB file.
what is the meaning of no stand-alone bonus? Does it mean that trade_fleet bonus 1 is a faulty or ineffective code?

CaesarVincens
08-08-2009, 08:13
I just realized that I never tested the validity (regarding building logic/whether the building is actually buildable) of my code before posting the double requirements in both upgrade and building lines. This is mainly because I worked solely on the upgrade lines previously until I read your post regarding the building browser and then I realized a big disadvantage with it. So I just transferred all building_present requirements to the building_lines, leaving hidden_resource in upgrade lines, but I failed to test it logically although I only checked the building browser because I was "focusing" on it.

Hence, I did a single, quick and simple test, =D. Not rigorous, but the result is reassuring so I will just "accept" that it works while I continue modding...
I'll do some testing myself as well when I get a chance, but it is good that this works.


;...usual codes
upgrades
{
building_name requires hidden_resource rome
}
}
building_name requires factions { romans_julii, } and building_present_min_level core_building proconsuls_palace
{
;...usual codes

The building will only be buildable at places with hidden_resource rome, BUT the building will also be available in building browsers of all cities (regardless of availability of hidden_resource rome) although it cannot be built.

This seems to be some "exceptions" especially when factions { all, } is used throughout the building lines, I am not sure why. I have posted the roads as an example, and all the roads happen to appear on the browser except for highways2, which happens not to have factions { all, } attached to the upgrade or building lines.



building hinterland_roads
{
levels roads paved_roads highways roads1 roads2 highways2
{
roads requires factions { all, }
{
capability
{
road_level 0
}
construction 1
cost 1200
settlement_min town
upgrades
{
; paved_roads requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, }
; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and hidden_resource sc or hidden_resource yu
; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and not hidden_resource sc and not hidden_resource yu
; roads1 requires factions { scythia, numidia, }
;to test
paved_roads requires factions { romans_julii, } and hidden_resource rome
paved_roads requires factions { all, } and hidden_resource not_here
}
}
;to try
paved_roads requires factions { all, } and building_present_min_level core_building proconsuls_palace
{
capability
{
road_level 1
}
construction 3
cost 2400
settlement_min large_town
upgrades
{
;(11)civ
highways requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
;(7)barb civ
highways requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
highways requires factions { germans, } and building_present_min_level agee agee3
highways requires factions { romans_brutii, } and building_present_min_level agee agee4
highways requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
roads2 requires factions { britons, dacia, germans, gauls, romans_brutii, romans_scipii, spain, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
highways requires factions { all, } and hidden_resource not_here
;(2)nomad
roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace
highways requires factions { all, } and hidden_resource not_here
}
}
highways requires factions { all, }
{
capability
{
road_level 2
}
construction 4
cost 4800
settlement_min city
upgrades
{
highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
roads1 requires factions { all, } and hidden_resource not_here
}
}
roads1 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
{
capability
{
road_level 1
}
construction 9
cost 1200
settlement_min city
upgrades
{
;(11)civ
roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
;(7)barb civ
roads2 requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
roads2 requires factions { germans, } and building_present_min_level agee agee3
roads2 requires factions { germans, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee3
roads2 requires factions { romans_brutii, } and building_present_min_level agee agee4
roads2 requires factions { romans_brutii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee4
roads2 requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
roads2 requires factions { gauls, romans_scipii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee6
;(2)nomad
roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace and building_present_min_level market nomadforum and building_present_min_level health doctor
roads2 requires factions { all, } and hidden_resource not_here
}
}
roads2 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
{
capability
{
road_level 2
}
construction 12
cost 2400
settlement_min large_city
upgrades
{
highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
}
}
highways2 requires factions { romans_julii, } and building_present_min_level market forum and building_present_min_level academic ludus_magnus and building_present_min_level age age6
{
capability
{
road_level 3
}
construction 8
cost 9600
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}

Are you saying that the highways2 doesn't show up in the romans_julii browser? Try adding your dummy hidden resource first. Like so: highways2 requires factions { romans_julii, } and hidden_resource dummyHR or not hidden_resource sc and not hidden_resource yu and not hidden_resource desert. If I'm correct, that should show up.


I have some questions:
1) Regarding road_level, I used road_level 3 and it "works" although there is no visible effects (i.e. road does not change) and there is no error reported - has anyone encountered an error or a use for road_level 3 before?
2) There is also no bonus in trade or income whenever road is upgraded (i.e. road_level 1 to road_level 2, is that just my game acting wierd or its the norm?
3) According to the guide:
Trade_fleet, mine_resource, road_level, and the games, races and the four defensive effects carry no stand-alone "bonus" in the EDB file.
what is the meaning of no stand-alone bonus? Does it mean that trade_fleet bonus 1 is a faulty or ineffective code?
1) If I remember rightly, road_levels above 2 should increase the trade bonus but do nothing else (I remember testing this after downloading a mod which used higher level roads).
2) Increases in road level should increase trade, but you have to make sure you are checking it correctly. Open the city details scroll, queue up the building and there should be the predicted changes. Make sure that region has tradeable resources and all that.
3) That just means you don't need to use the word bonus with those effects. Unlike say happiness_bonus.

lim_lucky
08-13-2009, 16:07
I think I'm quite confused with the dummy building and dummy HR now... I missed out this reply from much earlier with regards to the dummy building.

From my quick testing, a dummy building did not function in the same way as a dummy hidden resource, that is it did not cause the building to appear in the browser.

I am not sure how you tested it, but I meant the dummy building to be used in the upgrade lines. So far I have quite a few building trees that can display the buildings in the browser based on using dummy buildings in upgrade lines. A simple example for my upgrade lines is show below:

upgrades
{
;ACTUAL upgrade lines using hidden_resources only
building_name requires factions { all, } and hidden_resource x and not hidden_resource y
;Dummy building line to allow building trees to be displayed
building_name requires factions { all, } and building_present_min_level dummy dummy1
}


Are you saying that the highways2 doesn't show up in the romans_julii browser? Try adding your dummy hidden resource first. Like so: highways2 requires factions { romans_julii, } and hidden_resource dummyHR or not hidden_resource sc and not hidden_resource yu and not hidden_resource desert. If I'm correct, that should show up.

I used a dummy building to allow highways2 to show up on the browser. I was trying to show that there were some "exceptions" especially when factions { all, } is used throughout the building lines.
Before I explain what I mean by exceptions, I have some questions for you regarding dummyHR used in upgrade lines. I understand that you have used the 'dummyHR or' function in main building lines to allow buildings to be be displayed in the browser, however, have you tested the dummyHR in the upgrade lines?
The reason for this 'exception' that I stated is because I have a vague idea that dummyHR used in upgrade lines may not cause the buildings to be present in the browser. This is why I frequently use dummy buildings, but factions { all, } seem to disregard whether any dummy buildings was used and will show the building in the browser even when I used dummyHR.



1) If I remember rightly, road_levels above 2 should increase the trade bonus but do nothing else (I remember testing this after downloading a mod which used higher level roads).
2) Increases in road level should increase trade, but you have to make sure you are checking it correctly. Open the city details scroll, queue up the building and there should be the predicted changes. Make sure that region has tradeable resources and all that.
3) That just means you don't need to use the word bonus with those effects. Unlike say happiness_bonus.

I checked the city details scroll when I upgraded the roads (I do know that the scroll shows the positive or negative effects of a building in queue), and there are no increase in trade bonuses whether its road_level 0 to 1, or 1 to 2, or 2 to 3. That was one of the reason why I placed trade_base_income bonus some years back when I started editing my own mod. Perhaps my game is broken?

CaesarVincens
08-18-2009, 18:46
I think I'm quite confused with the dummy building and dummy HR now... I missed out this reply from much earlier with regards to the dummy building.


I am not sure how you tested it, but I meant the dummy building to be used in the upgrade lines. So far I have quite a few building trees that can display the buildings in the browser based on using dummy buildings in upgrade lines. A simple example for my upgrade lines is show below:

upgrades
{
;ACTUAL upgrade lines using hidden_resources only
building_name requires factions { all, } and hidden_resource x and not hidden_resource y
;Dummy building line to allow building trees to be displayed
building_name requires factions { all, } and building_present_min_level dummy dummy1
}

I meant using a dummy building as an alternate to a not condition. Like so: requires building_present dummy or not building_present real. That didn't work as I had hoped. Using a dummy building in a separate upgrade line of course should and does work as you have shown.


I used a dummy building to allow highways2 to show up on the browser. I was trying to show up on the browser. I was trying to show that there were some "exceptions" especially when factions { all, } is used throughout the building lines.
Before I explain what I mean by exceptions, I have some questions for you regarding dummyHR used in upgrade lines. I understand that you have used the 'dummyHR or' function in main building lines to allow buildings to be be displayed in the browser, however, have you tested the dummyHR in the upgrade lines?

The reason for this 'exception' that I stated is because I have a vague idea that dummyHR used in upgrade lines may not cause the buildings to be present in the browser. This is why I frequently use dummy buildings, but factions { all, } seem to disregard whether any dummy buildings was used and will show the building in the browser even when I used dummyHR.

I see now. Using a dummy building in the upgrade lines works because that shows up whereas a dummyHR shouldn't unless followed by an "or." The idea for a dummyHR is that it will prevent the gap error while giving proper conditions to the building. A dummy building used in upgrade lines is good for making the building show up for the desired factions regardless of other conditions. So, the end result is two sides of the same coin, both should stop the gap error, but one shows up while the other hides.


I checked the city details scroll when I upgraded the roads (I do know that the scroll shows the positive or negative effects of a building in queue), and there are no increase in trade bonuses whether its road_level 0 to 1, or 1 to 2, or 2 to 3. That was one of the reason why I placed trade_base_income bonus some years back when I started editing my own mod. Perhaps my game is broken?

That is strange. I know with certainty that road level affects trade income. I don't know why it's not working for you. Just to check, you do have 1.5, correct?


One more thing, I don't know if I mentioned this before, but I have heard from another forumer, dvk, (I don't know whether he frequents these forums under that name or another) that for whatever reason, tabs are bugged in EDB. CA in their infinite wisdom decided to not put tabs into the acceptable coding for EDB and so using them can cause problem, whether non-working code, as SubRosa can attest to, to even crashes if there are enough tabs.

Edit:
I just found something new also. Dummy buildings aren't needed for building conditionals. I tried using the level I was building as a condition and it showed up in the building browser.

Like this:

Building Example
Building_x requires building_present_min_level Example Building_x
Obviously that is an unfulfillable condition, but used as an upgrade line will cause the building to appear in the browser despite not conditions.

lim_lucky
08-21-2009, 05:24
That is strange. I know with certainty that road level affects trade income. I don't know why it's not working for you. Just to check, you do have 1.5, correct?


I am using the Alexander engine, I believe I have upgraded it to 1.5 prior to that... I doubt it is an issue if the roads screw up for me (I can easily use trade bonuses to replace), just wanted to check whether it was the default case with everyone.


I just found something new also. Dummy buildings aren't needed for building conditionals. I tried using the level I was building as a condition and it showed up in the building browser.

Like this:
Code:

Building Example
Building_x requires building_present_min_level Example Building_x

Obviously that is an unfulfillable condition, but used as an upgrade line will cause the building to appear in the browser despite not conditions.

:2thumbsup: Great! :laugh4: I like the idea of using this same building level as a dummy building.


One more thing, I don't know if I mentioned this before, but I have heard from another forumer, dvk, (I don't know whether he frequents these forums under that name or another) that for whatever reason, tabs are bugged in EDB. CA in their infinite wisdom decided to not put tabs into the acceptable coding for EDB and so using them can cause problem, whether non-working code, as SubRosa can attest to, to even crashes if there are enough tabs.

I have read something similar somewhere in the forum quite recently (~ 1 month), but I forgot to add to fav, so I dont know where the link is. The CTD is true, quite some time back, I did not know of such a problem so I tried replacing most of the spaces with tabs to allow a better view/'easier' coding for new buildings and the game CTD w/o error msg - I re-edited but continued using tabs though to replace equal amount of spaces.

After I had read up on the tab issue, I started to replace tabs with spaces and the loading time seems to be slightly better than before, didn't specifically time though because my cpu takes a really really long game loading time probably 7 mins or more (:laugh4: well at least not as long as the 20 mins load time when I used my external backup hard disk)

CaesarVincens
08-22-2009, 18:13
I am using the Alexander engine, I believe I have upgraded it to 1.5 prior to that... I doubt it is an issue if the roads screw up for me (I can easily use trade bonuses to replace), just wanted to check whether it was the default case with everyone.

I'll check it out on Alexander, perhaps it was changed.


I have read something similar somewhere in the forum quite recently (~ 1 month), but I forgot to add to fav, so I dont know where the link is. The CTD is true, quite some time back, I did not know of such a problem so I tried replacing most of the spaces with tabs to allow a better view/'easier' coding for new buildings and the game CTD w/o error msg - I re-edited but continued using tabs though to replace equal amount of spaces.

After I had read up on the tab issue, I started to replace tabs with spaces and the loading time seems to be slightly better than before, didn't specifically time though because my cpu takes a really really long game loading time probably 7 mins or more (:laugh4: well at least not as long as the 20 mins load time when I used my external backup hard disk)

Yeah, this one of those really strange quirks of RTW.

Dol Guldur
08-22-2009, 22:47
I have coded quite a number of EDB files and have probably been doing it longer than most, and I cannot say I have ever observed any issue with CTDs regarding format - or lack of load speed. I should add that I've coded some pretty long and complex ones too ;)


Regarding roads, it's possible they have been nullified by the flooding bug perhaps - though I think iirc that also stops you from building them - they'll be some posts on it somewhere. It usually is noticed when watchtowers cannot be built. I've never observed this (probably because I do not build watchtowers or be observant enough ; ) though.

PatricianS
08-24-2009, 00:42
I have coded quite a number of EDB files and have probably been doing it longer than most, and I cannot say I have ever observed any issue with CTDs regarding format - or lack of load speed. I should add that I've coded some pretty long and complex ones too ;).

In our (RTR VII FoE) EDB we've got some pretty complex systems as well... With the total EDB running to 13840 lines.

Many (30-40%) lines of it looks like this:

population_growth_bonus bonus 4 requires factions { numidia, } and not building_present_min_level base_government numidia_govt_2 and hidden_resource liby_phoenician and hidden_resource capital and hidden_resource aor_africa_numidia and hidden_resource liby_phoenician and not hidden_resource special_hr_1 and hidden_resource not_greek_mac and building_present_min_level core_building governors_palace and not building_present_min_level core_building proconsuls_palace

And I've not experienced the slightest bit of lag compared to vanilla RTW... Were would the lag appear? During the campaign or when loading?

http://www.twcenter.net/forums/images/smilies/emoticons/hmmm9uh.gif

Dol Guldur
08-24-2009, 16:41
And I've not experienced the slightest bit of lag compared to vanilla RTW... Were would the lag appear? During the campaign or when loading?

No, idea - my mods load superfast :laugh4:

That's a long conditional line, but even with multiple capability lines (where tabs/spaces could be more of an issue) I have not observed anything.

I have coded mainly in BI.

CaesarVincens
08-26-2009, 02:04
I haven't experienced any problems directly related to tabs either. But about the time I learned of this, SubRosa of Amazon: Total War was having some problems implementing factionwide bonuses to mimic wonders. After I told her about this, and she replaced the tabs with spaces, the coding worked. I figure that it isn't that hard, depending on how much you care about exact spacing, to replace all tabs with spaces and if it fixes that one rare problem it's worth it.

Dol Guldur
08-26-2009, 11:15
It must kick in when you do something excessive with tabs then, so few people experience it.

PatricianS
08-26-2009, 16:02
I haven't experienced any problems directly related to tabs either. But about the time I learned of this, SubRosa of Amazon: Total War was having some problems implementing factionwide bonuses to mimic wonders. After I told her about this, and she replaced the tabs with spaces, the coding worked. I figure that it isn't that hard, depending on how much you care about exact spacing, to replace all tabs with spaces and if it fixes that one rare problem it's worth it.
What I always do is:

- copy a tab
- press Ctrl + H (to open the replace function)
- paste the tab in the first input box
- type four spaces in the second input box
- click "replace all"

and you're done in two seconds while you still have the exact spacing... :beam:

CaesarVincens
08-28-2009, 00:48
It must kick in when you do something excessive with tabs then, so few people experience it.

I think it must be so primarily, as I said, I have never experienced personally.


What I always do is:

- copy a tab
- press Ctrl + H (to open the replace function)
- paste the tab in the first input box
- type four spaces in the second input box
- click "replace all"

and you're done in two seconds while you still have the exact spacing... :beam:

That is mostly what I did; however, depending on the circumstances, the tabs may have taken less than the full four spaces.

lim_lucky
08-29-2009, 08:14
Well, my mod loads slowly due to my com, its only P4 2.1 GHz, with 2 GB ram, and the external hard drive I used to load my backup game directly was connected to the old USB 1.0 port, so I'm not really alarmed that it loads so slowly, to the extent that I am adverse to testing it... i.e. an error takes about 1 min to be detected, but even if it loads properly without error I'm not that relieved either because it takes so long to enter.

Regarding tabs, I have actually used less spaces, probably 1 to 2, to segregate the codings instead of 3 to 4 spacings. Hopefully it doesn't lead to any other problems in the future...

Augustus Lucifer
09-23-2009, 18:38
Some interesting research being done in this thread, the upgrades possibilities are intriguing. One problem I've been having is the seeming impossibility of getting rid of a building in an individual region after it's been built, short of the player manually destroying it for non-hinterland.

Has anyone found a way to destroy a building in an individual settlement without player interaction? Or even just throw it back to level 1?

I've tried both a number of variants for the set_building_health console command, but no matter how much health hits you lump on the building can still be repaired. Furthermore I've tried making the upgrades of buildings circulating, so that under unachievable conditions the last building can upgrade into the first, effectively 'destroying' all upgrades. The create_building command doesn't seem to take kindly to being told to create a building which is lower on the list though, from cursory testing. And then there's click simulation, but I'm not aware of any way to select a specific building in the ui, so that's pretty much a dead end.

This might not seem that useful for buildings which represent well, buildings, but it's important realistically for buildings that represent anything else, such as policies. This is especially true in games with multiple human players. For instance, if you wanted to represent a regional 'laws' system and Rome captured a Gallic settlement, you wouldn't inherit the development of law in the region, as Gallic and Roman law differ and need to be built up separately.

One fix is of course to use multiple building trees for different factions or culture groups and just null the bonuses on the other ones. But the problem is that uses a lot of building trees, which to my understanding you can only have 128 of. Another solution would be to upgrade it to an unused 9th building which is essentially "Loot" and has no bonuses, which would prompt the player to destroy it for the monetary return. Both of these are clunky solutions though, which is why I'm curious if anyone has solved the problem of destroying(or at lead "downgrading") individual buildings in specific settlements.

Squid
09-23-2009, 19:02
In RTW, unlike M2TW, there is no way to delete a building. The only command that might be able to select a building card is the select_card, but I've tried and never actually got it to work. That being said to effectively destroy a building, but you could script it so that everyturn, after some event, the buildings health is set to 0, that means that it will always be useless even if the player rebuilds it.