Quote Originally Posted by lim_lucky View Post
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.
I only used it for the gap error...

Quote Originally Posted by lim_lucky View Post
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.
Here is the tree for which I had to use it: (I stripped all bonuses to make it read more easy)
Code:
building keltoi_govt
{
    levels kelt_govt_1 kelt_govt_2 kelt_govt_3 kelt_govt_4 kelt_govt_5 kelt_govt_6 kelt_govt_7 kelt_govt_8 kelt_govt_9
    {
        ; Military Administartion
        kelt_govt_1 requires factions { gauls, } and building_present_min_level hinterland_settlement_id id_1
        {
            capability
            {
                ;bla
            }
            construction 1
            cost 400
            settlement_min village
            upgrades
            {
                kelt_govt_2
                kelt_govt_3
                kelt_govt_4
            }
        }
        kelt_govt_2 requires factions { gauls, } and hidden_resource not_indo_european
        {
            capability
            {
                ;bla
            }
            construction 12
            cost 3200
            settlement_min town
            upgrades
            {
                kelt_govt_5
            }
        }
        kelt_govt_3 requires factions { gauls, } and hidden_resource indo_european
        {
            capability
            {
                ;bla
            }
            construction 6
            cost 2400
            settlement_min town
            upgrades
            {
                kelt_govt_6
            }
        }
        kelt_govt_4 requires factions { gauls, } and hidden_resource indo_european or hidden_resource not_indo_european
        {
            capability
            {
                ;bla
            }
            construction 4
            cost 1600
            settlement_min town
            upgrades
            {
            }
        }
        kelt_govt_5 requires factions { gauls, } and hidden_resource not_indo_european
        {
            capability
            {
                ;bla
            }
            construction 12
            cost 3600
            settlement_min town
            upgrades
            {
                kelt_govt_6
            }
        }
        kelt_govt_6 requires factions { gauls, }
        {
            capability
            {
                ;bla
            }
            construction 12
            cost 4800
            settlement_min town
            upgrades
            {
                kelt_govt_7
            }
        }
        kelt_govt_7 requires factions { gauls, }
        {
            capability
            {
                 ;bla
            }
            construction 12
            cost 4800
            settlement_min town
            upgrades
            {
                kelt_govt_8
                kelt_govt_9
            }
        }
        ; Keltoi Provincial Capital
        kelt_govt_8 requires factions { gauls, } and hidden_resource provincial_capital
        {
            capability
            {
                 ;bla
            }
            construction 6
            cost 4000
            settlement_min town
            upgrades
            {
                kelt_govt_9
            }
        }
        ; Keltoi Capital - Council of Druids
        kelt_govt_9 requires factions { gauls, } and hidden_resource capital and hidden_resource italy and hidden_resource aor_gaul
        {
            capability
            {
                 ;bla
            }
            faction_capability
            {
                ; moved to NCR
            }
            construction 16
            cost 6400
            settlement_min town
            upgrades
            {
            }
        }
    }
}
Here for some of the lower levels, I had to use "requires not HR indo_european". But if you use this is the first buildings, then you HAVE to use it in all levels that come after it or you will get the gap error. So I had to add an HR called "not_indo_european" to all region that don't have the original indo_european HR. So if you then use "requires HR not_indo_european", it is as if you use "requires not HR indo_european". (I learned this trick from Aradan)

However, now it appears to be possible to use requirements in the upgrades section of a building, this trick is no longer needed. Because you can make all levels available to the eyes of EDB, without being able to build it, by using the not_used HR.

A problem is that you can't use upgrade requirements for the first level in a tree. So if you want to use "requires not HR blabla" for the first level, you might still have to use this counter HR :)

Quote Originally Posted by lim_lucky View Post
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.
Ah ok... I thought you had listed every single faction... In this case I wouldn't know if you can use { all, }... But I have in such occasions done the same as you with simply listing the factions you want listed.