Code:
recruit_pool "spearmen" 3.0 0.1 3.0 1.0 requires factions { all, } and building_present core_castle_building
recruit_pool "spearmen" -1.0 -0.03 -1.0 1.0 requires factions { all, } and building_present core_castle_building and not building_present_min_level control_level control2 or building_present ai_control
recruit_pool "spearmen" -1.0 -0.02 -1.0 1.0 requires factions { all, } and building_present core_castle_building and not building_present_min_level control_level control3 or building_present ai_control
recruit_pool "spearmen" 1.0 0.02 1.5 2.0 requires factions { all, } and building_present core_castle_building and building_present_min_level control_level control3 or building_present ai_control
recruit_pool "spearmen" 1.0 0.05 1.5 1.0 requires factions { all, } and building_present core_castle_building and building_present_min_level control_level control4 or building_present ai_control
recruit_pool "spearmen" -1.0 -0.05 -1.0 1.0 requires factions { all, } and building_present core_castle_building and not building_present_min_level core_castle_building wooden_castle and not building_present ai_control
recruit_pool "spearmen" 0.0 -0.02 -1.0 1.0 requires factions { all, } and building_present core_castle_building and not building_present_min_level core_castle_building castle and not building_present ai_control
recruit_pool "spearmen" 0.0 0.03 1.0 2.0 requires factions { all, } and building_present core_castle_building and building_present_min_level core_castle_building fortress or building_present ai_control
recruit_pool "spearmen" 0.0 0.07 2.0 1.0 requires factions { all, } and building_present core_castle_building and building_present_min_level core_castle_building citadel or building_present ai_control
recruit_pool "spearmen" 0.0 -0.025 -1.0 0.0 requires factions { all, } and building_present core_castle_building and building_present_min_level focus_missile focus_missile and not building_present ai_control
recruit_pool "spearmen" 0.0 -0.025 -1.0 0.0 requires factions { all, } and building_present core_castle_building and building_present_min_level focus_cavalry focus_cavalry and not building_present ai_control
It was generated with an automaton (I tend to write small python scripts to save a lot of work with stuff that often changes) which is fed with an input file that looks like this - and I wouldn't recommend doing something like this by hand, either:
Code:
# Format (relative entries are always relative to the appropriate base value):
# (unit primary recruit pool line)
# unit <unit name> <initial value> <base pool increase> <base pool cap> <base exp> <requirements>
# (additionally conditioned recruit pool lines)
# <absolute initial value increase> <relative increase increase> <absolute pool cap increase> <absolute exp increase> <requirements>
# ...
# (unit)
# Spearmen (base)
unit spearmen 3 0.1 3 1 factions { all, } and building_present core_castle_building
# Control level modifiers
-1 -0.3 -1 0 +and not building_present_min_level control_level control2 or building_present ai_control
-1 -0.2 -1 0 +and not building_present_min_level control_level control3 or building_present ai_control
1 0.2 1.5 1 +and building_present_min_level control_level control3 or building_present ai_control
1 0.5 1.5 0 +and building_present_min_level control_level control4 or building_present ai_control
# City size modifiers
-1 -0.5 -1 0 +and not building_present_min_level core_castle_building wooden_castle and not building_present ai_control
0 -0.2 -1 0 +and not building_present_min_level core_castle_building castle and not building_present ai_control
0 0.3 1 1 +and building_present_min_level core_castle_building fortress or building_present ai_control
0 0.7 2 0 +and building_present_min_level core_castle_building citadel or building_present ai_control
# Competing focuses
0 -0.25 -1 -1 +and building_present_min_level focus_missile focus_missile and not building_present ai_control
0 -0.25 -1 -1 +and building_present_min_level focus_cavalry focus_cavalry and not building_present ai_control