There are a couple of questions I'd like to explain here and, if you find them interesting, you can add to the guide. This is part of a research carried out by one of our clanmates, CeltiberoYamamoto.
- Complex conditionals for bonuses:
Bonuses, in the same way as recruitment, can be linked to conditionals, for example hidden resources. This is an example: CeltiberoYamamoto tried to stablish two different types of regions, those with potential of population growing and those without it. He put a new hidden resource called "vida" (life in Spanish ) and gave this bonus:
Code:
governors_villa requires factions { barbarian, ct_carthage, eastern, parthia, egyptian, greek, roman, }
{
capability
{
population_growth_bonus bonus -2 requires not hidden_resource vida
In those regions without this hidden resource, each new level of core building has a more negative population growth bonus, making more difficult the growing.
- More complex building tree for barbarian:
There are several ways to simulate, but they must not be linked to settlement levels, as barbarian settlements cannot reach large and huge cities.
a) Upgrades without new settlement level:
Code:
building barracks_celtic
{
levels muster_field militia_barracks city_barracks army_barracks
{
muster_field requires factions { britons, }
{
capability
{
recruit "barb infantry briton" 0 requires factions { britons, }
}
construction 2
cost 600
settlement_min town
upgrades
{
militia_barracks
}
}
militia_barracks requires factions { britons, }
{
capability
{
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "warband sword briton" 0 requires factions { britons, }
}
construction 3
cost 1200
settlement_min large_town
upgrades
{
city_barracks
}
}
city_barracks requires factions { britons, }
{
capability
{
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "warband sword briton" 0 requires factions { britons, }
recruit "barb warguard briton" 0 requires factions { britons, }
}
construction 4
cost 2400
settlement_min city
upgrades
{
army_barracks
}
}
army_barracks requires factions { britons, }
{
capability
{
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "warband sword briton" 0 requires factions { britons, }
recruit "barb warguard briton" 0 requires factions { britons, }
recruit "astures" 0 requires factions { britons, }
}
construction 6
cost 4800
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
With this solution there are two disadvantages, the building doesn't appear in the building tree (although it seems to be buildable) and it is readily buildable just after the precedent level is built, although this problem can be solved (or reduced) by putting some complex conditionals to the construction.
b) New type of building:
Code:
building barracks_celtic
{
levels muster_field militia_barracks city_barracks
{
muster_field requires factions { britons, }
{
capability
{
recruit "barb infantry briton" 0 requires factions { britons, }
}
construction 2
cost 600
settlement_min town
upgrades
{
militia_barracks
}
}
militia_barracks requires factions { britons, }
{
capability
{
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "warband sword briton" 0 requires factions { britons, }
}
construction 3
cost 1200
settlement_min large_town
upgrades
{
city_barracks
}
}
city_barracks requires factions { britons, }
{
capability
{
recruit "barb infantry briton" 0 requires factions { britons, }
recruit "warband sword briton" 0 requires factions { britons, }
recruit "barb warguard briton" 0 requires factions { britons, }
}
construction 4
cost 2400
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building barracks_celtic2
{
levels army_barracks
{
army_barracks requires factions { britons, } and building_present_min_level barracks_celtic city_barracks and building_present_min_level governor_building proconsuls_palace
{
capability
{
recruit "astures" 0 requires factions { britons, }
}
construction 6
cost 4800
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
I prefer this solution because the building appears now in the building tree. The conditions for the construction of the army_barracks are now the existence of the city_barracks and a "simulated" proconsuls_palace, made in the same way as a new type of building in the level of city.
Sorry if these questions were obvious , but it seemed interesting to me.
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