Quote Originally Posted by PatricianS View Post
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
}
Although this reply concerning the statement is a bit late, its better than nothing. I have found that the upgrade code provided by PatricianS above seems to work, even if the main building lines does not have all the factions, i.e. using the above example, the building line shown below will still function and no error is reported:
won1_god2 requires factions { romans_ julii, } ;and other conditions

The only problem is that the building may not appear on the building browser because the conditions may not suit the format as stated by CaesarVincens below:

Quote Originally Posted by CaesarVincens View Post
Ok, I did a quick bit of testing. I found that the format "building requires x and not hidden_resource y" would not show up in the building browser, but "building requires x and hidden_resource dummyHR or not hidden_resource y" would show up. Functionality appears to be the same for both formats. This did not work for building level requirements, but a dummy building might work in that case, in analogy to the dummy HR.
Using a dummy building in the upgrades should provide similar benefits to the coding above (regarding culture break, building gap n stuff in my earlier post) AND will allow the 'building' to be present in the building browser.

upgrades
{
;GENUINE upgrade lines - it is better for hidden resources to be used here
building_name requires factions { all, } and hidden_resource x and not hidden_resource y ;and blah blah
;to allow building browser to display buildings EVERYWHERE irregardless of eligibility I guess - I view this option as a better alternative than not having a building browser at all.
building_name requires factions { all, } and building_present_min_level dummy dummy1 ;or building_present dummy depending on the building constraits, as dummy 1 can be any vacant and unreachable level in any building tree like the smiths, mines or roads or whatever.
}
;Actual building line - it is advisable to use building_present/_min_level here to allow players to see requirements
building_name requires factions { all, } and building_present_min_level market market

Again, pertaining to upgrade coding to display buildings in the building browser,
I am not sure whether a dummy hidden_resource works... i.e.
upgrades
{
;to prevent building gap error ...
won1_god2 requires factions { all, } and hidden_resource not_here
}