Quote Originally Posted by Dol Guldur View Post
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:

Code:
;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.

Code:
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.