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building hinterland_mtltrading
{
levels mtltrading1 mtltrading2 mtltrading3
{
mtltrading1 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -2 requires not resource iron
trade_base_income_bonus bonus 2 requires resource iron
trade_base_income_bonus bonus -1 requires not resource tin
trade_base_income_bonus bonus 1 requires resource tin
trade_base_income_bonus bonus -1 requires not resource copper
trade_base_income_bonus bonus 1 requires resource copper
trade_base_income_bonus bonus -1 requires not resource lead
trade_base_income_bonus bonus 1 requires resource lead
}
construction 1
cost 500
settlement_min town
upgrades
{
mtltrading2
}
}
mtltrading2 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -4 requires not resource iron
trade_base_income_bonus bonus 4 requires resource iron
trade_base_income_bonus bonus -2 requires not resource tin
trade_base_income_bonus bonus 2 requires resource tin
trade_base_income_bonus bonus -2 requires not resource copper
trade_base_income_bonus bonus 2 requires resource copper
trade_base_income_bonus bonus -2 requires not resource lead
trade_base_income_bonus bonus 2 requires resource lead
}
construction 2
cost 500
settlement_min large_town
upgrades
{
mtltrading3
}
}
mtltrading3 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -5 requires not resource iron
trade_base_income_bonus bonus 5 requires resource iron
trade_base_income_bonus bonus -3 requires not resource tin
trade_base_income_bonus bonus 3 requires resource tin
trade_base_income_bonus bonus -3 requires not resource copper
trade_base_income_bonus bonus 3 requires resource copper
trade_base_income_bonus bonus -3 requires not resource lead
trade_base_income_bonus bonus 3 requires resource lead
}
construction 3
cost 500
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_horsestrading
{
levels horsestrading1 horsestrading2 horsestrading3
{
horsestrading1 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -2 requires not resource dogs
trade_base_income_bonus bonus 2 requires resource dogs
}
construction 1
cost 500
settlement_min town
upgrades
{
horsestrading2
}
}
horsestrading2 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -3 requires not resource dogs
trade_base_income_bonus bonus 3 requires resource dogs
}
construction 2
cost 500
settlement_min large_town
upgrades
{
horsestrading3
}
}
horsestrading3 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -4 requires not resource dogs
trade_base_income_bonus bonus 4 requires resource dogs
}
construction 3
cost 500
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_timbertrading
{
levels timbertrading1 timbertrading2 timbertrading3
{
timbertrading1 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -1 requires not resource timber
trade_base_income_bonus bonus 1 requires resource timber
}
construction 1
cost 500
settlement_min town
upgrades
{
timbertrading2
}
}
timbertrading2 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -2 requires not resource timber
trade_base_income_bonus bonus 2 requires resource timber
}
construction 2
cost 500
settlement_min large_town
upgrades
{
timbertrading3
}
}
timbertrading3 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -3 requires not resource timber
trade_base_income_bonus bonus 3 requires resource timber
}
construction 3
cost 500
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_luxurytrading
{
levels luxurytrading1 luxurytrading2 luxurytrading3
{
luxurytrading1 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -3 requires not resource gold
trade_base_income_bonus bonus 3 requires resource gold
trade_base_income_bonus bonus -3 requires not resource silver
trade_base_income_bonus bonus 3 requires resource silver
trade_base_income_bonus bonus -1 requires not resource pottery
trade_base_income_bonus bonus 1 requires resource pottery
trade_base_income_bonus bonus -1 requires not resource glass
trade_base_income_bonus bonus 1 requires resource glass
trade_base_income_bonus bonus -2 requires not resource marble
trade_base_income_bonus bonus 2 requires resource marble
trade_base_income_bonus bonus -1 requires not resource textiles
trade_base_income_bonus bonus 1 requires resource textiles
trade_base_income_bonus bonus -3 requires not resource purple_dye
trade_base_income_bonus bonus 3 requires resource purple_dye
trade_base_income_bonus bonus -2 requires not resource incense
trade_base_income_bonus bonus 2 requires resource incense
trade_base_income_bonus bonus -3 requires not resource silk
trade_base_income_bonus bonus 3 requires resource silk
trade_base_income_bonus bonus -2 requires not resource amber
trade_base_income_bonus bonus 2 requires resource amber
}
construction 1
cost 500
settlement_min town
upgrades
{
luxurytrading2
}
}
luxurytrading2 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -5 requires not resource gold
trade_base_income_bonus bonus 5 requires resource gold
trade_base_income_bonus bonus -5 requires not resource silver
trade_base_income_bonus bonus 5 requires resource silver
trade_base_income_bonus bonus -2 requires not resource pottery
trade_base_income_bonus bonus 2 requires resource pottery
trade_base_income_bonus bonus -2 requires not resource glass
trade_base_income_bonus bonus 2 requires resource glass
trade_base_income_bonus bonus -4 requires not resource marble
trade_base_income_bonus bonus 4 requires resource marble
trade_base_income_bonus bonus -2 requires not resource textiles
trade_base_income_bonus bonus 2 requires resource textiles
trade_base_income_bonus bonus -5 requires not resource purple_dye
trade_base_income_bonus bonus 5 requires resource purple_dye
trade_base_income_bonus bonus -4 requires not resource incense
trade_base_income_bonus bonus 4 requires resource incense
trade_base_income_bonus bonus -5 requires not resource silk
trade_base_income_bonus bonus 5 requires resource silk
trade_base_income_bonus bonus -4 requires not resource amber
trade_base_income_bonus bonus 4 requires resource amber
}
construction 2
cost 500
settlement_min large_town
upgrades
{
luxurytrading3
}
}
luxurytrading3 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -7 requires not resource gold
trade_base_income_bonus bonus 7 requires resource gold
trade_base_income_bonus bonus -7 requires not resource silver
trade_base_income_bonus bonus 7 requires resource silver
trade_base_income_bonus bonus -3 requires not resource pottery
trade_base_income_bonus bonus 3 requires resource pottery
trade_base_income_bonus bonus -3 requires not resource glass
trade_base_income_bonus bonus 3 requires resource glass
trade_base_income_bonus bonus -5 requires not resource marble
trade_base_income_bonus bonus 5 requires resource marble
trade_base_income_bonus bonus -3 requires not resource textiles
trade_base_income_bonus bonus 3 requires resource textiles
trade_base_income_bonus bonus -7 requires not resource purple_dye
trade_base_income_bonus bonus 7 requires resource purple_dye
trade_base_income_bonus bonus -5 requires not resource incense
trade_base_income_bonus bonus 5 requires resource incense
trade_base_income_bonus bonus -7 requires not resource silk
trade_base_income_bonus bonus 7 requires resource silk
trade_base_income_bonus bonus -5 requires not resource amber
trade_base_income_bonus bonus 5 requires resource amber
}
construction 3
cost 500
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_foodstrading
{
levels foodstrading1 foodstrading2 foodstrading3
{
foodstrading1 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -1 requires not resource olive_oil
trade_base_income_bonus bonus 1 requires resource olive_oil
trade_base_income_bonus bonus -1 requires not resource wine
trade_base_income_bonus bonus 1 requires resource wine
trade_base_income_bonus bonus -1 requires not resource pigs
trade_base_income_bonus bonus 1 requires resource pigs
trade_base_income_bonus bonus -1 requires not resource wild_animals
trade_base_income_bonus bonus 1 requires resource wild_animals
trade_base_income_bonus bonus -1 requires not resource hides
trade_base_income_bonus bonus 1 requires resource hides
}
construction 1
cost 500
settlement_min town
upgrades
{
foodstrading2
}
}
foodstrading2 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -2 requires not resource olive_oil
trade_base_income_bonus bonus 2 requires resource olive_oil
trade_base_income_bonus bonus -2 requires not resource wine
trade_base_income_bonus bonus 2 requires resource wine
trade_base_income_bonus bonus -2 requires not resource pigs
trade_base_income_bonus bonus 2 requires resource pigs
trade_base_income_bonus bonus -2 requires not resource wild_animals
trade_base_income_bonus bonus 2 requires resource wild_animals
trade_base_income_bonus bonus -2 requires not resource hides
trade_base_income_bonus bonus 2 requires resource hides
}
construction 2
cost 500
settlement_min large_town
upgrades
{
foodstrading3
}
}
foodstrading3 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
trade_base_income_bonus bonus -3 requires not resource olive_oil
trade_base_income_bonus bonus 3 requires resource olive_oil
trade_base_income_bonus bonus -3 requires not resource wine
trade_base_income_bonus bonus 3 requires resource wine
trade_base_income_bonus bonus -3 requires not resource pigs
trade_base_income_bonus bonus 3 requires resource pigs
trade_base_income_bonus bonus -3 requires not resource wild_animals
trade_base_income_bonus bonus 3 requires resource wild_animals
trade_base_income_bonus bonus -3 requires not resource hides
trade_base_income_bonus bonus 3 requires resource hides
}
construction 3
cost 500
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_weaponstrading
{
levels weaponstrading1 weaponstrading2 weaponstrading3
{
weaponstrading1 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
weapon_simple 1 requires not building_present_min_level smith blacksmith
trade_base_income_bonus bonus -2 requires not building_present_min_level smith blacksmith
trade_base_income_bonus bonus 2 requires building_present_min_level smith blacksmith
}
construction 1
cost 500
settlement_min town
upgrades
{
weaponstrading2
}
}
weaponstrading2 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
weapon_simple 1 requires not building_present_min_level smith smiths_workshop
weapon_bladed 1 requires not building_present_min_level smith smiths_workshop
trade_base_income_bonus bonus -4 requires not building_present_min_level smith smiths_workshop
trade_base_income_bonus bonus 4 requires building_present_min_level smith smiths_workshop
}
construction 2
cost 500
settlement_min large_town
upgrades
{
weaponstrading3
}
}
weaponstrading3 requires factions { eastern, roman, barbarian, carthaginian, nomad, hun, }
{
capability
{
weapon_simple 1 requires not building_present_min_level smith foundry
weapon_bladed 1 requires not building_present_min_level smith foundry
armour 1 requires not building_present_min_level smith foundry
trade_base_income_bonus bonus -6 requires not building_present_min_level smith foundry
trade_base_income_bonus bonus 6 requires building_present_min_level smith foundry
}
construction 3
cost 500
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
new buildings were created by Ramon Gonzales y Garcia.
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