Quote Originally Posted by lim_lucky View Post
I just realized that I never tested the validity (regarding building logic/whether the building is actually buildable) of my code before posting the double requirements in both upgrade and building lines. This is mainly because I worked solely on the upgrade lines previously until I read your post regarding the building browser and then I realized a big disadvantage with it. So I just transferred all building_present requirements to the building_lines, leaving hidden_resource in upgrade lines, but I failed to test it logically although I only checked the building browser because I was "focusing" on it.

Hence, I did a single, quick and simple test, =D. Not rigorous, but the result is reassuring so I will just "accept" that it works while I continue modding...
I'll do some testing myself as well when I get a chance, but it is good that this works.

;...usual codes
upgrades
{
building_name requires hidden_resource rome
}
}
building_name requires factions { romans_julii, } and building_present_min_level core_building proconsuls_palace
{
;...usual codes

The building will only be buildable at places with hidden_resource rome, BUT the building will also be available in building browsers of all cities (regardless of availability of hidden_resource rome) although it cannot be built.

This seems to be some "exceptions" especially when factions { all, } is used throughout the building lines, I am not sure why. I have posted the roads as an example, and all the roads happen to appear on the browser except for highways2, which happens not to have factions { all, } attached to the upgrade or building lines.

Spoiler Alert, click show to read: 
Code:
building hinterland_roads
{
levels roads paved_roads highways roads1 roads2 highways2
{
roads requires factions { all, }
{
 capability
 {
 road_level 0
 }
 construction  1
 cost  1200
 settlement_min town
 upgrades
 {
; paved_roads requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, }
; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and hidden_resource sc or hidden_resource yu
; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and not hidden_resource sc and not hidden_resource yu
; roads1 requires factions { scythia, numidia, }
;to test
 paved_roads requires factions { romans_julii, } and hidden_resource rome
 paved_roads requires factions { all, } and hidden_resource not_here
 }
}
;to try
paved_roads requires factions { all, } and building_present_min_level core_building proconsuls_palace
{
 capability
 {
 road_level 1
 }
 construction  3
 cost  2400
 settlement_min large_town
 upgrades
 {
;(11)civ
 highways requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
 roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
;(7)barb civ
 highways requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
 highways requires factions { germans, } and building_present_min_level agee agee3
 highways requires factions { romans_brutii, } and building_present_min_level agee agee4
 highways requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
 roads2 requires factions { britons, dacia, germans, gauls, romans_brutii, romans_scipii, spain, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
 highways requires factions { all, } and hidden_resource not_here
;(2)nomad
 roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace
 highways requires factions { all, } and hidden_resource not_here
 }
}
highways requires factions { all, }
{
 capability
 {
 road_level 2
 }
 construction  4
 cost  4800
 settlement_min city
 upgrades
 {
 highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
 roads1 requires factions { all, } and hidden_resource not_here
 }
}
roads1 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
{
 capability
 {
 road_level 1
 }
 construction  9
 cost  1200
 settlement_min city
 upgrades
 {
;(11)civ
 roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
;(7)barb civ
 roads2 requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
 roads2 requires factions { germans, } and building_present_min_level agee agee3
 roads2 requires factions { germans, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee3
 roads2 requires factions { romans_brutii, } and building_present_min_level agee agee4
 roads2 requires factions { romans_brutii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee4
 roads2 requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
 roads2 requires factions { gauls, romans_scipii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee6
;(2)nomad
 roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace and building_present_min_level market nomadforum and building_present_min_level health doctor
 roads2 requires factions { all, } and hidden_resource not_here
 }
}
roads2 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
{
 capability
 {
 road_level 2
 }
 construction  12
 cost  2400
 settlement_min large_city
 upgrades
 {
 highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
 }
}
highways2 requires factions { romans_julii, } and building_present_min_level market forum and building_present_min_level academic ludus_magnus and building_present_min_level age age6
{
 capability
 {
 road_level 3
 }
 construction  8
 cost  9600
 settlement_min huge_city
 upgrades
 {
 }
}
}
plugins
{
}
}
Are you saying that the highways2 doesn't show up in the romans_julii browser? Try adding your dummy hidden resource first. Like so: highways2 requires factions { romans_julii, } and hidden_resource dummyHR or not hidden_resource sc and not hidden_resource yu and not hidden_resource desert. If I'm correct, that should show up.

I have some questions:
1) Regarding road_level, I used road_level 3 and it "works" although there is no visible effects (i.e. road does not change) and there is no error reported - has anyone encountered an error or a use for road_level 3 before?
2) There is also no bonus in trade or income whenever road is upgraded (i.e. road_level 1 to road_level 2, is that just my game acting wierd or its the norm?
3) According to the guide:
Trade_fleet, mine_resource, road_level, and the games, races and the four defensive effects carry no stand-alone "bonus" in the EDB file.
what is the meaning of no stand-alone bonus? Does it mean that trade_fleet bonus 1 is a faulty or ineffective code?
1) If I remember rightly, road_levels above 2 should increase the trade bonus but do nothing else (I remember testing this after downloading a mod which used higher level roads).
2) Increases in road level should increase trade, but you have to make sure you are checking it correctly. Open the city details scroll, queue up the building and there should be the predicted changes. Make sure that region has tradeable resources and all that.
3) That just means you don't need to use the word bonus with those effects. Unlike say happiness_bonus.