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Thread: The Complete EDB Guide - discussion

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  1. #1

    Default Re: The Complete EDB Guide - discussion

    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

    RTR VII Developer

  2. #2

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by PatricianS View Post
    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:

    Spoiler Alert, click show to read: 
    Code:
    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

  3. #3

    Default Re: The Complete EDB Guide - discussion

    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

    RTR VII Developer

  4. #4

    Default Re: The Complete EDB Guide - discussion

    Okay, I'm here to report some minor issues regarding building effects because I wasted almost a day trying to debug this nonsense...

    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...

  5. #5

    Default Re: The Complete EDB Guide - discussion

    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:
    Spoiler Alert, click show to read: 
    Code:
    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.

    Hopefully someone has advice on the population_loyalty_bonus issue I face?

  6. #6

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by lim_lucky View Post
    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
    }

    :)

    Quote Originally Posted by lim_lucky View Post
    Hopefully someone has advice on the population_loyalty_bonus issue I face?
    Sorry... can't help you here...
    Last edited by PatricianS; 07-06-2009 at 00:57.

    RTR VII Developer

  7. #7

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by PatricianS View Post
    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...

    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.

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