Does it do all levels of buildings in a tech tree if they are all set at the same settlement level?

The test I am using is seeking to add a new building (i.e. one created by us) - which has no prior tree level present - to a village; the tech tree being keyed to the village level.

So, to recap, I have:

script
script.txt

at the end of the DS file. And then the script.txt is in the same folder as DS (this is a provincial campaign), that file being a single line as:

console_command create_building [settlement name] [building level id]


The settlement name is recognised as I added population to it in the RomeShell. I have tried various alternatives such as putting "script" and "end script" in and alos the tech tree level as well as just the level codename of the building. I even tried it without the console_command prefix.

There is no recognition by the game of this script.

I should confess I am not a scripter and do not intend to use scripts for anything but small tasks where they are essential to the game - no doubt just these campaign scripts for initial game set up. All the tutorials seem to be on all the other types of scripting :(

Maybe now someone can see what I may be doing wrong.