Quote Originally Posted by PatricianS View Post
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

Spoiler Alert, click show to read: 
Code:
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.