Looking at the EDB, it seems that all vanilla buildings which exist in both types of settlement and are not destroyed on conversion actually have separate buildings paths defined.
e.g.
Code:
building hinterland_roads
{
convert_to hinterland_castle_roads
levels roads paved_roads
{
roads city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
road_level 0
}
material wooden
construction 1
cost 400
settlement_min town
upgrades
{
paved_roads
}
}
paved_roads city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 1
capability
{
road_level 1
}
material wooden
construction 3
cost 1200
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_castle_roads
{
convert_to hinterland_roads
levels c_roads c_paved_roads
{
c_roads castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
road_level 0
}
material wooden
construction 1
cost 400
settlement_min town
upgrades
{
c_paved_roads
}
}
c_paved_roads castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 1
capability
{
road_level 1
}
material wooden
construction 3
cost 1200
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
Note the "convert_to" lines - the first, immediately before the 'levels' declaration, signifies the parallel settlement type building path. The 'convert_to' lines under each building can be either the name of a building in the other settlement type building path, or the index number (base 0) of the comparable building type when defined before 'levels'.
Although I didn't see an existing example on a quick glance through the file, there is another way a building can be built in both settlement types and not destroyed on conversion - simply don't put "town" or "castle" after the building name / before 'requires factions'. I've done this with the bowyer-path and it works fine. What doesn't work, is to have some later levels specific to one settlement or the other; once the entry level building is available, it appears all upgrades can be made (and recruited from), whether the EDB says "castle" after the upgrade or not.
EDIT: Sorry, feel free to merge into the 'Buildings and Settlements' thread I noticed immediately after finishing the post. :)
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