Ah, not quite. The "upgrades" section just shows what upgrades are available after you've built this building - if you were to do what you proposed above, you'd find that having built farms, you could suddenly build farms+4, which I believe is the Latifundia. The farming_level bonus listed corresponds to a game-side effect which wraps up the following: 1) graphical effect to show more farms, 2) one population growth pip per farming level, 3) monetary bonus per farming level.Originally Posted by frogbeastegg
Because of that, it'd be impossible to seperate out the various farming effects, but if you wanted to make them all available when you build the first lot of farms, you could change the "capability" entry to 'farming_level 3' ... capabilities are not automatically inherited along an upgrade chain, so if you wanted to still have that bonus when you upgrade farms to farms+1, you'd have to change the capability entry for farms+1 to also have 'farming_level 3'. Buildings in an upgrade chain do automatically supplant eachother when built, so you wouldn't end up with 'farming_level 6' when you build farms+1.
Having done all that, if you wanted to add further capabilties to the farms+1, to make them worth having after normal farms, you could add extra lines to the capability section -- if you look at the buildings further up the tech tree, they often specify multiple capabilities.
Note that it would be a bad thing to construct a tech tree such that non-mutually exclusive buildings contribute to farming_level or road_level; neither of these should be allowed to go above 3, which is their maximum... I'm not entirely certain how the code would react if they did. Same with weapon upgrades, or xp upgrades above 9. The other capabilities don't suffer from any limits, as far as I can recall.
Hope that helps![]()
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