Quote:
Building Blocks - Requirements

The first line states the requirements necessary to be satisfied in order for the building to be available for construction. All factions reside within the 6 hard-coded cultures, and so this particular building can be built by all factions. Any combination of factions/cultures can be listed. Both visible and hidden resources can be used as requirements as may "building_present_min_level x y" where x is the building type and y the level of that building type. This latter simply requires a certain building to be present in that settlement before the practice_field can become available for construction. The connector "and" can be used to compound requirements, for example:



But strangely enough I cannot specify individual factions (in the requirements section) and get differing descriptions/names for those buildings *within* a single culture *specifically* for buildings present at the start of the game. If you want to build them after the start of the game, it will recognize those different variations, but not for those present at the start (it also loses their graphics). Instead it shows the generic "warning" message and I get (ROMAN) listed in the tooltip. This problem can be solved by just listing the culture (instead of the individual factions) for the the 'required factions' but then that means all factions in that culture can build it. I've had this happen in multiple complexes.

I might also add that negative capabilities vary in effect. Some trade ones do work (in the negative) and some others work in that they reduce positives, but won't carry over into the negative (happiness, loyalty, etc.), but others don't appear to work in the negative at all as far as I have seen (construction cost and time ones at least).
I've taken the liberty of transferring your words to the right place :)

Did you look at the tutorial on making building names/factions specific? I did not notice the effect you bring up, but I well may have tested it under the culture and nto the faction as far as the edb building requirement line is concerned. Has anyone else noticed this? I will see if I can get time to test it and look into it soon.

Regarding your latter point - no, I cannot get negatives to work here but I guess the workaround on this is to set the actual construction times and costs as per the lowest faction/culture and then apply bonuses to all factions in possession of higher costs/buildtimes through an effect stated in all their core_buildings.

Dol Guldur.