Page 8 of 9 FirstFirst ... 456789 LastLast
Results 211 to 240 of 269

Thread: The Complete EDB Guide - discussion

  1. #211
    Anything that isn't 'member' Member Squid's Avatar
    Join Date
    Apr 2005
    Location
    Canada
    Posts
    596

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by PatricianS View Post
    requires building_present_min_level core_building governors_palace
    Worked as expected
    - Only cities with a core building "Governors Palace" and higher can upgrade the walls
    Have you actually tried to build the building with this requirement on the upgrade line? It was reported earlier that this caused a CTD as soon as the building was built (not when adding it to the queue) and that it did appear in the building lists correctly.

    Have you actually tried to build the actual buildings, for all of your tests, and not just see if they appear in the building scroll correctly?

    -Trait/Ancillary/Building Editor

    "Two things are infinite: the universe and human stupidity;
    and I'm not sure about the universe." -----Albert Einstein

  2. #212

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by Squid View Post
    Have you actually tried to build the building with this requirement on the upgrade line? It was reported earlier that this caused a CTD as soon as the building was built (not when adding it to the queue) and that it did appear in the building lists correctly.

    Have you actually tried to build the actual buildings, for all of your tests, and not just see if they appear in the building scroll correctly?
    I'm not sure anymore about the tests, but the tree below does work for sure (using process_cq)

    Spoiler Alert, click show to read: 
    Code:
    building hinterland_roads
    {
        levels roads paved_roads highways paved_roads_mini highways_mini
        {
            roads
            {
                capability
                {
                    road_level 0
                }
                construction  2
                cost  1600
                settlement_min village
                upgrades
                {
                    paved_roads
    				paved_roads_mini requires not building_present_min_level hinterland_settlement_id id_1
                }
            }
            paved_roads
            {
                capability
                {
                    road_level 1
                }
                construction  4
                cost  4800
                settlement_min city
                upgrades
                {
    			    highways
                }
            }
            highways
            {
                capability
                {
                    road_level 2
                }
                construction  4
                cost  6800
                settlement_min city
                upgrades
                {
                }
            }
            paved_roads_mini
            {
                capability
                {
                    road_level 1
                }
                construction  10
                cost  4800
                settlement_min village
                upgrades
                {
    				highways_mini requires not building_present_min_level hinterland_settlement_id id_1
                }
            }
            highways_mini
            {
                capability
                {
                    road_level 2
                }
                construction  14
                cost  6800
                settlement_min village
                upgrades
                {
                }
            }
        }
        plugins
        {
        }
    }


    Like I said, I did this with process_cq, so I hope that doesn't change anything... I would have to test it again to be sure.

    RTR VII Developer

  3. #213

    Default Re: The Complete EDB Guide - discussion

    Sorry, can't test it right now... I'm experiencing another error-less CTD (caused by something else because I get it even with the normal tree and without building something)

    So I first have to check with my team-mates to fix this... Any other volunteers? :)

    RTR VII Developer

  4. #214

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by PatricianS View Post
    Like I said, I did this with process_cq, so I hope that doesn't change anything... I would have to test it again to be sure.
    I tested using process_cq as well, the game crashed instantly. Anyway my code is different from yours, maybe it would have different results ... i.e. my tested code was

    Spoiler Alert, click show to read: 
    Code:
    building government
    {
    	levels gov1 gov2 gov3 gov4 gov5 gov6 gov7 gov8
    	{
    	gov1 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, scythia, numidia, }
    	{
    		capability
    		{
    		law_bonus bonus
    		}
    		construction  1
    		cost  200
    		settlement_min village
    		upgrades
    		{
    		gov2 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia ;DIFFERENCE: i used factions as a requirement
    ;...more coded lines
    		}
    	}
    	gov2 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here ;DIFFERENCE: I used an additional resource requirement for the building level to remove the building gap error
    ;... rest of the code chucks


    But since you have tested positive, I may be trying it again cos it will be extremely beneficial for my mod.

  5. #215

    Default Re: The Complete EDB Guide - discussion

    K... For the mod I'm working on this would be very useful as well :P

    And the tree with the roads I showed above works without any problems.. Some testers and I myself too, have gotten AI controlled campaigns running up to 148 BC (starting from 280 BC, 4tpy) without any CTD... I assume that means that I can say it's fully working :P

    RTR VII Developer

  6. #216

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by PatricianS View Post
    I assume that means that I can say it's fully working :P
    I support the above statements with another round of test. I would like to thank PatricianS for posting the results of his test because it made me think twice about my earlier test results and carry out a positive test that will aid my mod as well. Before I post the test results, I would like to apologize for a "negative" testing. I forgot to delete the map.rwm after i added hidden resources and buildings, hence it was likely to have caused the CTD that I reported earlier on.

    A summary of the test findings:
    1) The upgrade options do not reject building_present_min_level requirements as I have stated previously before due to my carelessness.

    2) The following requirement have been tested and it worked: resource silver (or any other resource)
    building_present requirement ought to work since building_present_min_level works.
    marian_reforms requirement have not been tested.

    3) More complex upgrade options are available. i.e. Upgrades can differ according to: factions, regions, level of buildings present, varied upgrade options etc... However, take note that the upgrade options seem to replicate whenever the requirements are met.

    The tested code is shown below:

    Spoiler Alert, click show to read: 
    Code:
    building government
    {
    	levels gov1 gov2 gov3 gov4 gov5 gov6 gov7 gov8
    	{
    ;pacification(12)Xcarthage, greek_cities, seleucid, britons, gauls, romans_brutii, romans_scipii, parthia,
    	gov1 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, scythia, numidia, }
    	{
    		capability
    		{
    		law_bonus bonus 1 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, }
    		}
    		construction  1
    		cost  200
    		settlement_min village
    		upgrades
    		{
    ;imperium
    		gov2 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia and not building_present_min_level hinterland_age age7
    ;sociorum(18)
    		gov6 requires factions { romans_julii, } and building_present_min_level hinterland_loc1 a_italia
    ;sine suffragio(10)
    		gov7 requires factions { romans_julii, } and hidden_resource italy and not building_present_min_level hinterland_age age7 
    	;building_present_min_level hinterland_age age7
    		gov3 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
    		gov4 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
    		gov5 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
    		gov7 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and building_present_min_level hinterland_loc1 a_italia
    		gov8 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and hidden_resource italy
    ;autonomous allied state
    		gov2 requires factions { egypt, }
    ;controlled allied state
    		gov3 requires factions { egypt, } and not hidden_resource sparta
    ;hyparchy(5)
    		gov4 requires factions { egypt, } and hidden_resource eg and hidden_resource home and not hidden_resource gr
    ;allied territory
    		gov2 requires factions { epirus, macedon, }
    ;controlled territory, garrisoned state
    		gov3 requires factions { epirus, macedon, }
    ;semiautonomous satrapy
    		gov2 requires factions { thrace, }
    ;satrapy
    		gov2 requires factions { armenia, }
    ;allied kingdom
    		gov3 requires factions { armenia, }
    ;allied state
    		gov2 requires factions { pontus, }
    ;satrapy(32)
    		gov3 requires factions { pontus, } and hidden_resource an ;anatolia(15)
    		gov3 requires factions { pontus, } and hidden_resource bs and not hidden_resource an ;black sea(10-4)
    		gov3 requires factions { pontus, } and hidden_resource ar and not hidden_resource bs and not hidden_resource eg and not hidden_resource pa and not hidden_resource an ;armenia(5)
    		gov3 requires factions { pontus, } and hidden_resource eg and hidden_resource se ;levant(6)
    ;3 allied tribes
    		gov2 requires factions { dacia, germans, spain, }
    		}
    	}
    	gov2 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
    	{
    		capability
    		{
    ;imperium
    		law_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
    		population_loyalty_bonus bonus -1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
    		taxable_income_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
    ;autonomous allied state
    		trade_base_income_bonus bonus 1 requires factions { egypt, }
    		recruits_exp_bonus bonus 1 requires factions { egypt, }
    ;allied territory
    		population_growth_bonus bonus 1 requires factions { epirus, macedon, }
    		population_loyalty_bonus bonus -1 requires factions { epirus, }
    		population_loyalty_bonus bonus -2 requires factions { macedon, }
    		trade_base_income_bonus bonus 1 requires factions { epirus, macedon, }
    		recruits_exp_bonus 1 requires factions { epirus, macedon, }
    ;semiautonomous satrapy
    		happiness_bonus bonus -1 requires factions { thrace, }
    		population_loyalty_bonus bonus -1 requires factions { thrace, }
    		trade_base_income_bonus bonus 1 requires factions { thrace, }
    		recruits_exp_bonus bonus 1 requires factions { thrace, }
    ;satrapy
    		law_bonus bonus -2 requires factions { armenia, }
    		taxable_income_bonus bonus 1 requires factions { armenia, }
    		recruits_morale_bonus bonus -1 requires factions { armenia, }
    ;allied state
    		population_loyalty_bonus bonus -2 requires factions { pontus, }
    		trade_base_income_bonus bonus 1 requires factions { pontus, }
    		recruits_exp_bonus bonus 1 requires factions { pontus, }
    		recruits_morale_bonus bonus -1 requires factions { pontus, }
    ;3 allied tribes
    		happiness_bonus bonus 1 requires factions { dacia, }
    		law_bonus bonus -1 requires factions { dacia, germans, spain, }
    		taxable_income_bonus bonus 2 requires factions { spain, }
    		trade_base_income_bonus bonus 1 requires factions { dacia, germans, }
    		recruits_exp_bonus bonus 1 requires factions { germans, spain, }
    		}
    		construction  2
    		cost  400
    		settlement_min town
    		upgrades
    		{
    		gov3 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
    		gov4 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
    		gov5 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
    ;hyparchy(41)
    ;	gov4 requires factions { egypt, } and hidden_resource ar and hidden_resource se ;armenia-seleucid(2)
    ;	gov4 requires factions { egypt, } and hidden_resource ba and hidden_resource se ;baktria(5)
    ;	gov4 requires factions { egypt, } and hidden_resource pa and hidden_resource se ;parthia-seleucid(2)
    ;	gov4 requires factions { egypt, } and hidden_resource eg and hidden_resource se ;levant(6)
    ;	gov4 requires factions { egypt, } and hidden_resource se and not hidden_resource eg ;persia(14)
    ;	gov4 requires factions { egypt, } and hidden_resource eg and not hidden_resource se ;egypt(15)
    		gov4 requires factions { egypt, } and hidden_resource eg or hidden_resource se ;anatolia(3),levant(6),persia(14),egypt(15)
    		gov4 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ep and hidden_resource home ;apollonia-epirus
    		gov4 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 and hidden_resource ma and hidden_resource home ;pella-macedon
    		gov4 requires factions { egypt, } and hidden_resource EA and hidden_resource D and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 and hidden_resource pa and hidden_resource home ;hekatompylos-parthia
    ;military territory(58)
    		gov4 requires factions { epirus, } and hidden_resource ep and not hidden_resource da and not hidden_resource gr and not hidden_resource italy ;illyria(7),pella
    		gov4 requires factions { epirus, } and hidden_resource da and hidden_resource home ;dacia(5)
    		gov4 requires factions { epirus, } and hidden_resource italy ;italy(10)
    		gov4 requires factions { epirus, } and hidden_resource gr and hidden_resource home and not hidden_resource eg ;greece home(5)
    		gov4 requires factions { epirus, } and hidden_resource ca and hidden_resource gr ;sicily(4)
    		gov4 requires factions { epirus, } and hidden_resource eg and hidden_resource gr ;egypt(2),islands(3)
    		gov4 requires factions { epirus, } and hidden_resource an ;anatolia(15)
    		gov4 requires factions { epirus, } and hidden_resource NW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8 ;Massalia
    		gov4 requires factions { epirus, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8 ;Chalkis
    		gov4 requires factions { epirus, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 ;Tylis
    		gov4 requires factions { epirus, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 ;Antiocheia
    		gov4 requires factions { epirus, } and hidden_resource EA and hidden_resource E and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8 ;Alexandreia
    		gov4 requires factions { epirus, } and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8 ;Memphis
    ;satrapy(85++)
    		gov4 requires factions { macedon, } and hidden_resource eg and not hidden_resource se and not hidden_resource an ;egypt(15)
    		gov4 requires factions { macedon, } and hidden_resource se and not hidden_resource eg ;persia(14)
    		gov4 requires factions { macedon, } and hidden_resource eg and hidden_resource se ;levant(6)
    		gov4 requires factions { macedon, } and hidden_resource ep and not hidden_resource da and not hidden_resource gr and not hidden_resource ma and not hidden_resource italy ;illyria(7)
    		gov4 requires factions { macedon, } and hidden_resource da and hidden_resource home ;dacia(5)
    		gov4 requires factions { macedon, } and hidden_resource italy ;italy(10)
    		gov4 requires factions { macedon, } and hidden_resource gr and not hidden_resource bs and not hidden_resource eg and not hidden_resource an ;sicily(4),greece(7)
    		gov4 requires factions { macedon, } and hidden_resource ma and not hidden_resource ep and not hidden_resource an ;macedon(2)
    		gov4 requires factions { macedon, } and hidden_resource an ;anatolia(15)
    		gov4 requires factions { macedon, } and hidden_resource ca and not hidden_resource gr ;carthage(?)
    ;allied state
    		gov3 requires factions { thrace, } and not hidden_resource ba and not hidden_resource pa
    ;satrapy(68)
    		gov4 requires factions { thrace, } and hidden_resource ep and hidden_resource home ;greece(2),italy(1)
    		gov4 requires factions { thrace, } and hidden_resource ep and hidden_resource ma and not hidden_resource river ;epirus(2),macedon(1)
    		gov4 requires factions { thrace, } and hidden_resource an ;anatolia(15)
    		gov4 requires factions { thrace, } and hidden_resource eg and hidden_resource gr ;egypt(2),islands(3)
    		gov4 requires factions { thrace, } and hidden_resource eg and hidden_resource home and hidden_resource EA and hidden_resource E and hidden_resource n4 and hidden_resource n8 ;egypt(3)
    		gov4 requires factions { thrace, } and hidden_resource bs and hidden_resource gr and not hidden_resource sc ;black sea(3)
    		gov4 requires factions { thrace, } and hidden_resource eg and hidden_resource se ;levant(6)
    		gov4 requires factions { thrace, } and hidden_resource se and not hidden_resource eg ;persia(14)
    		gov4 requires factions { thrace, } and hidden_resource pa and not hidden_resource ba and not hidden_resource se ;parthia(5)
    		gov4 requires factions { thrace, } and hidden_resource ba and not hidden_resource se ;india(11)
    ;royal satrapy
    		gov4 requires factions { armenia, } and hidden_resource ar or hidden_resource persia
    ;persian satrapy(56)
    ;	gov4 requires factions { pontus, } and hidden_resource bs and not hidden_resource an ;black sea(6)
    ;	gov4 requires factions { pontus, } and hidden_resource pa ;parthia(9)
    		gov4 requires factions { pontus, } and hidden_resource an or hidden_resource bs or hidden_resource pa ;anatolia(15),black sea(6),parthia(9)
    		gov4 requires factions { pontus, } and hidden_resource ar and not hidden_resource bs and not hidden_resource eg and not hidden_resource pa and not hidden_resource an ;armenia(5)
    		gov4 requires factions { pontus, } and hidden_resource eg and hidden_resource se ;levant(6)
    		gov4 requires factions { pontus, } and hidden_resource persia and not hidden_resource ar and not hidden_resource eg and not hidden_resource ba ;Persia(12)
    		gov4 requires factions { pontus, } and hidden_resource eg and hidden_resource home and hidden_resource EA and hidden_resource E and hidden_resource n4 and hidden_resource n8 ;egypt(3)
    ;3 client tribes
    		gov3 requires factions { dacia, germans, spain, }
    ;		gov3 requires factions { germans, }
    ;		gov3 requires factions { spain, }
    		}
    	}
    	gov3 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
    	{
    		capability
    		{
    ;libera (free state)
    		happiness_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
    		taxable_income_bonus bonus 2 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
    		trade_base_income_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
    ;controlled allied state
    		happiness_bonus bonus -1 requires factions { egypt, } and not hidden_resource sparta
    		taxable_income_bonus bonus 4 requires factions { egypt, } and not hidden_resource sparta
    ;controlled territory
    		population_growth_bonus bonus 1 requires factions { epirus, }
    		happiness_bonus bonus -1 requires factions { epirus, }
    		taxable_income_bonus bonus 2 requires factions { epirus, }
    ;garrisoned state
    		happiness_bonus bonus -3 requires factions { macedon, }
    		law_bonus bonus 1 requires factions { macedon, }
    		population_loyalty_bonus bonus -1 requires factions { macedon, }
    		taxable_income_bonus bonus 3 requires factions { macedon, }
    		recruits_exp_bonus bonus 1 requires factions { macedon, }
    ;allied state
    		population_loyalty_bonus bonus -1 requires factions { thrace, } and not hidden_resource ba and not hidden_resource pa
    		taxable_income_bonus bonus 1 requires factions { thrace, } and not hidden_resource ba and not hidden_resource pa
    		trade_base_income_bonus bonus 1 requires factions { thrace, } and not hidden_resource ba and not hidden_resource pa
    		recruits_exp_bonus bonus 1 requires factions { thrace, } and not hidden_resource ba and not hidden_resource pa
    ;allied kingdom
    		trade_base_income_bonus bonus 2 requires factions { armenia, }
    		happiness_bonus bonus 1 requires factions { armenia, }
    		population_loyalty_bonus bonus -1 requires factions { armenia, }
    		recruits_exp_bonus bonus -2 requires factions { armenia, }
    ;satrapy
    		happiness_bonus bonus 1 requires factions { pontus, }
    		population_loyalty_bonus bonus -1 requires factions { pontus, }
    		trade_base_income_bonus bonus 1 requires factions { pontus, }
    		recruits_exp_bonus bonus 1 requires factions { pontus, }
    		recruits_morale_bonus bonus -1 requires factions { pontus, }
    ;3 client tribes
    		happiness_bonus bonus 1 requires factions { germans, spain, }
    		law_bonus bonus 1 requires factions { spain, }
    		taxable_income_bonus bonus 1 requires factions { dacia, germans, }
    		trade_base_income_bonus bonus -1 requires factions { spain, }
    		recruits_exp_bonus bonus 1 requires factions { dacia, germans, }
    		recruits_morale_bonus 1 requires factions { spain, }
    		}
    		construction  2
    		cost  400
    		settlement_min town
    		upgrades
    		{
    		gov8 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
    ;hyparchy(41)
    		gov4 requires factions { egypt, } and hidden_resource eg or hidden_resource se ;anatolia(3),levant(6),persia(14),egypt(15)
    		gov4 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ep and hidden_resource home ;apollonia-epirus
    		gov4 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 and hidden_resource ma and hidden_resource home ;pella-macedon
    		gov4 requires factions { egypt, } and hidden_resource EA and hidden_resource D and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 and hidden_resource pa and hidden_resource home ;hekatompylos-parthia
    ;military territory(58)
    		gov4 requires factions { epirus, } and hidden_resource ep and not hidden_resource da and not hidden_resource gr and not hidden_resource italy ;illyria(7),pella
    		gov4 requires factions { epirus, } and hidden_resource da and hidden_resource home ;dacia(5)
    		gov4 requires factions { epirus, } and hidden_resource italy ;italy(10)
    		gov4 requires factions { epirus, } and hidden_resource gr and hidden_resource home and not hidden_resource eg ;greece home(5)
    		gov4 requires factions { epirus, } and hidden_resource ca and hidden_resource gr ;sicily(4)
    		gov4 requires factions { epirus, } and hidden_resource eg and hidden_resource gr ;egypt(2),islands(3)
    		gov4 requires factions { epirus, } and hidden_resource an ;anatolia(15)
    		gov4 requires factions { epirus, } and hidden_resource NW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8 ;Massalia
    		gov4 requires factions { epirus, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8 ;Chalkis
    		gov4 requires factions { epirus, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 ;Tylis
    		gov4 requires factions { epirus, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 ;Antiocheia
    		gov4 requires factions { epirus, } and hidden_resource EA and hidden_resource E and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8 ;Alexandreia
    		gov4 requires factions { epirus, } and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8 ;Memphis
    ;satrapy(85++)
    		gov4 requires factions { macedon, } and hidden_resource eg and not hidden_resource se and not hidden_resource an ;egypt(15)
    		gov4 requires factions { macedon, } and hidden_resource se and not hidden_resource eg ;persia(14)
    		gov4 requires factions { macedon, } and hidden_resource eg and hidden_resource se ;levant(6)
    		gov4 requires factions { macedon, } and hidden_resource ep and not hidden_resource da and not hidden_resource gr and not hidden_resource ma and not hidden_resource italy ;illyria(7)
    		gov4 requires factions { macedon, } and hidden_resource da and hidden_resource home ;dacia(5)
    		gov4 requires factions { macedon, } and hidden_resource italy ;italy(10)
    		gov4 requires factions { macedon, } and hidden_resource gr and not hidden_resource bs and not hidden_resource eg and not hidden_resource an ;sicily(4),greece(7)
    		gov4 requires factions { macedon, } and hidden_resource ma and not hidden_resource ep and not hidden_resource an ;macedon(2)
    		gov4 requires factions { macedon, } and hidden_resource an ;anatolia(15)
    		gov4 requires factions { macedon, } and hidden_resource ca and not hidden_resource gr ;carthage(?)
    ;royal satrapy
    		gov4 requires factions { armenia, } and hidden_resource ar or hidden_resource persia
    ;persian satrapy(56)
    		gov4 requires factions { pontus, } and hidden_resource an or hidden_resource bs or hidden_resource pa ;anatolia(15),black sea(6),parthia(9)
    		gov4 requires factions { pontus, } and hidden_resource ar and not hidden_resource bs and not hidden_resource eg and not hidden_resource pa and not hidden_resource an ;armenia(5)
    		gov4 requires factions { pontus, } and hidden_resource eg and hidden_resource se ;levant(6)
    		gov4 requires factions { pontus, } and hidden_resource persia and not hidden_resource ar and not hidden_resource eg and not hidden_resource ba ;Persia(12)
    		gov4 requires factions { pontus, } and hidden_resource eg and hidden_resource home and hidden_resource EA and hidden_resource E and hidden_resource n4 and hidden_resource n8 ;egypt(3)
    ;administration(17)
    		gov4 requires factions { dacia, } and hidden_resource da or hidden_resource ma ;dacia(5),macedon(6)
    		gov4 requires factions { dacia, } and hidden_resource bs and not hidden_resource ar and not hidden_resource da and not hidden_resource ma ;black sea(6)
    		gov4 requires factions { germans, } and hidden_resource ge ;germany(22)
    		gov4 requires factions { spain, } and hidden_resource sp ;spain(18)
    		}
    	}
    	gov4 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
    	{
    		capability
    		{
    ;stipendiaria (tributary state)
    		happiness_bonus bonus -1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
    		law_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
    		taxable_income_bonus bonus 5 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
    ;hyparchy(41)
    	;anatolia(3),levant(6),persia(14),egypt(15)
    		law_bonus bonus 1 requires factions { egypt, } and hidden_resource eg or hidden_resource se
    		population_loyalty_bonus bonus 1 requires factions { egypt, } and hidden_resource eg or hidden_resource se
    		taxable_income_bonus bonus 1 requires factions { egypt, } and hidden_resource eg or hidden_resource se
    		trade_base_income_bonus bonus 1 requires factions { egypt, } and hidden_resource eg or hidden_resource se
    	;apollonia-epirus
    		law_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ep and hidden_resource home
    		population_loyalty_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ep and hidden_resource home
    		taxable_income_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ep and hidden_resource home
    		trade_base_income_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ep and hidden_resource home
    	;pella-macedon
    		law_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 and hidden_resource ma and hidden_resource home
    		population_loyalty_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 and hidden_resource ma and hidden_resource home
    		taxable_income_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 and hidden_resource ma and hidden_resource home
    		trade_base_income_bonus bonus 1 requires factions { egypt, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8 and hidden_resource ma and hidden_resource home
    	;hekatompylos-parthia
    		law_bonus bonus 1 requires factions { egypt, } and hidden_resource EA and hidden_resource D and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 and hidden_resource pa and hidden_resource home
    		population_loyalty_bonus bonus 1 requires factions { egypt, } and hidden_resource EA and hidden_resource D and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 and hidden_resource pa and hidden_resource home
    		taxable_income_bonus bonus 1 requires factions { egypt, } and hidden_resource EA and hidden_resource D and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 and hidden_resource pa and hidden_resource home
    		trade_base_income_bonus bonus 1 requires factions { egypt, } and hidden_resource EA and hidden_resource D and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 and hidden_resource pa and hidden_resource home
    ;military territory
    		population_growth_bonus bonus -2 requires factions { epirus, }
    		happiness_bonus bonus -1 requires factions { epirus, }
    		taxable_income_bonus bonus 4 requires factions { epirus, }
    		recruits_exp_bonus bonus 1 requires factions { epirus, }
    ;satrapy
    		population_growth_bonus bonus -1 requires factions { macedon, }
    		taxable_income_bonus bonus 1 requires factions { macedon, }
    		population_loyalty_bonus bonus 1 requires factions { macedon, }
    		recruits_morale_bonus 1 requires factions { macedon, }
    ;satrapy
    		happiness_bonus bonus 1 requires factions { thrace, }
    		taxable_income_bonus bonus 2 requires factions { thrace, }
    		recruits_morale_bonus 1 requires factions { thrace, }
    ;royal satrapy
    		law_bonus bonus -1 requires factions { armenia, } and hidden_resource ar or hidden_resource persia
    		population_loyalty_bonus bonus 1 requires factions { armenia, } and hidden_resource ar or hidden_resource persia
    		taxable_income_bonus bonus 2 requires factions { armenia, } and hidden_resource ar or hidden_resource persia
    ;persian satrapy
    		population_growth_bonus bonus -1 requires factions { pontus, }
    		population_loyalty_bonus bonus 1 requires factions { pontus, }
    		taxable_income_bonus bonus 1 requires factions { pontus, } ;and hidden_resource
    		recruits_morale_bonus bonus 1 requires factions { pontus, }
    ;3 administration
    	;dacia(5),macedon(6)
    		population_growth_bonus bonus -1 requires factions { dacia, } and hidden_resource da or hidden_resource ma
    		law_bonus bonus 1 requires factions { dacia, } and hidden_resource da or hidden_resource ma
    		recruits_exp_bonus bonus 1 requires factions { dacia, } and hidden_resource da or hidden_resource ma
    	;black sea(6)
    		population_growth_bonus bonus -1 requires factions { dacia, } and hidden_resource bs and not hidden_resource ar and not hidden_resource da and not hidden_resource ma
    		law_bonus bonus 1 requires factions { dacia, } and hidden_resource bs and not hidden_resource ar and not hidden_resource da and not hidden_resource ma
    		recruits_exp_bonus bonus 1 requires factions { dacia, } and hidden_resource bs and not hidden_resource ar and not hidden_resource da and not hidden_resource ma
    	;germany(22)
    		happiness_bonus bonus 1 requires factions { germans, } and hidden_resource ge
    		law_bonus bonus 1 requires factions { germans, } and hidden_resource ge
    		trade_base_income_bonus bonus -1 requires factions { germans, } and hidden_resource ge
    		recruits_morale_bonus 1 requires factions { germans, } and hidden_resource ge
    	;spain(18)
    		happiness_bonus bonus 2 requires factions { spain, } and hidden_resource sp
    		trade_base_income_bonus bonus -2 requires factions { spain, } and hidden_resource sp
    		recruits_morale_bonus 1 requires factions { spain, } and hidden_resource sp
    		}
    		construction  4
    		cost  1000
    		settlement_min town
    		upgrades
    		{
    		gov8 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
    ;nomarchy(5)
    		gov5 requires factions { egypt, } and hidden_resource eg and hidden_resource home and not hidden_resource gr and not hidden_resource an
    ;hegemonia(8)
    		gov5 requires factions { epirus, } and hidden_resource ep and hidden_resource ma ;epirus(3),macedon(1)
    		gov5 requires factions { epirus, } and hidden_resource ep and hidden_resource home and not hidden_resource da ;greece(2),italy(1)
    		gov5 requires factions { epirus, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ca and hidden_resource gr ;Syracuse
    ;hegemonia(8)
    		gov5 requires factions { macedon, } and hidden_resource ma
    		gov5 requires factions { macedon, } and hidden_resource ep and hidden_resource gr and hidden_resource home
    ;hegemonia(8)
    		gov5 requires factions { thrace, } and hidden_resource ba and hidden_resource home
    ;royal kingdom(5)
    		gov5 requires factions { armenia, } and hidden_resource ar and hidden_resource home
    ;royal territory(16)
    		gov5 requires factions { pontus, } and hidden_resource an and hidden_resource home and building_present_min_level hinterland_loc1 a_anatolia ;pontus(10)
    		gov5 requires factions { pontus, } and hidden_resource bs and not hidden_resource an and not building_present_min_level hinterland_loc1 a_anatolia ;black sea(6)
    ;king's tribe
    		gov5 requires factions { dacia, } and hidden_resource da and hidden_resource home ;dacia(5)
    		gov5 requires factions { germans, } and hidden_resource ge and hidden_resource home ;germany(9)
    		gov5 requires factions { spain, } and hidden_resource sp and hidden_resource home ;spain(9)
    		}
    	}
    	gov5 requires factions { romans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain, } and not hidden_resource not_here
    	{
    		capability
    		{
    ;foederata (allied state)
    		happiness_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
    		law_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
    		taxable_income_bonus bonus 3 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia
    ;nomarchy(5)
    		population_growth_bonus bonus -2 requires factions { egypt, } and hidden_resource eg and hidden_resource home and not hidden_resource gr and not hidden_resource an
    		law_bonus bonus 1 requires factions { egypt, } and hidden_resource eg and hidden_resource home and not hidden_resource gr and not hidden_resource an
    		taxable_income_bonus bonus 3 requires factions { egypt, } and hidden_resource eg and hidden_resource home and not hidden_resource gr and not hidden_resource an
    		trade_base_income_bonus bonus 2 requires factions { egypt, } and hidden_resource eg and hidden_resource home and not hidden_resource gr and not hidden_resource an
    		recruits_exp_bonus 1 requires factions { egypt, } and hidden_resource eg and hidden_resource home and not hidden_resource gr and not hidden_resource an
    ;hegemonia(8)
    	;epirus(3),macedon(1)
    		population_growth_bonus bonus -1 requires factions { epirus, } and hidden_resource ep and hidden_resource ma
    		happiness_bonus bonus 1 requires factions { epirus, } and hidden_resource ep and hidden_resource ma
    		population_loyalty_bonus bonus 1 requires factions { epirus, } and hidden_resource ep and hidden_resource ma
    		taxable_income_bonus bonus 7 requires factions { epirus, } and hidden_resource ep and hidden_resource ma
    		recruits_morale_bonus bonus 2 requires factions { epirus, } and hidden_resource ep and hidden_resource ma
    	;greece(2),italy(1)
    		population_growth_bonus bonus -1 requires factions { epirus, } and hidden_resource ep and hidden_resource home and not hidden_resource da
    		happiness_bonus bonus 1 requires factions { epirus, } and hidden_resource ep and hidden_resource home and not hidden_resource da
    		population_loyalty_bonus bonus 1 requires factions { epirus, } and hidden_resource ep and hidden_resource home and not hidden_resource da
    		taxable_income_bonus bonus 7 requires factions { epirus, } and hidden_resource ep and hidden_resource home and not hidden_resource da
    		recruits_morale_bonus bonus 2 requires factions { epirus, } and hidden_resource ep and hidden_resource home and not hidden_resource da
    	;Syracuse
    		population_growth_bonus bonus -1 requires factions { epirus, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ca and hidden_resource gr
    		happiness_bonus bonus 1 requires factions { epirus, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ca and hidden_resource gr
    		population_loyalty_bonus bonus 1 requires factions { epirus, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ca and hidden_resource gr
    		taxable_income_bonus bonus 7 requires factions { epirus, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ca and hidden_resource gr
    		recruits_morale_bonus bonus 2 requires factions { epirus, } and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 and hidden_resource ca and hidden_resource gr
    ;hegemonia(8)
    	;epirus(3),macedon(3)
    		happiness_bonus bonus 1 requires factions { macedon, } and hidden_resource ma
    		law_bonus bonus 1 requires factions { macedon, } and hidden_resource ma
    		population_loyalty_bonus bonus 1 requires factions { macedon, } and hidden_resource ma
    		taxable_income_bonus bonus -3 requires factions { macedon, } and hidden_resource ma
    		recruits_exp_bonus bonus 1 requires factions { macedon, } and hidden_resource ma
    		recruits_morale_bonus bonus 1 requires factions { macedon, } and hidden_resource ma
    	;greece(2)
    		happiness_bonus bonus 1 requires factions { macedon, } and hidden_resource ep and hidden_resource gr and hidden_resource home
    		law_bonus bonus 1 requires factions { macedon, } and hidden_resource ep and hidden_resource gr and hidden_resource home
    		population_loyalty_bonus bonus 1 requires factions { macedon, } and hidden_resource ep and hidden_resource gr and hidden_resource home
    		taxable_income_bonus bonus -3 requires factions { macedon, } and hidden_resource ep and hidden_resource gr and hidden_resource home
    		recruits_exp_bonus bonus 1 requires factions { macedon, } and hidden_resource ep and hidden_resource gr and hidden_resource home
    		recruits_morale_bonus bonus 1 requires factions { macedon, } and hidden_resource ep and hidden_resource gr and hidden_resource home
    ;hegemonia(8)
    		religious_belief zoroastrian 1 requires factions { thrace, } and hidden_resource ba and hidden_resource home
    		trade_base_income_bonus bonus 2 requires factions { thrace, } and hidden_resource ba and hidden_resource home
    		recruits_exp_bonus 1 requires factions { thrace, } and hidden_resource ba and hidden_resource home
    ;royal kingdom(5)
    		population_growth_bonus bonus -1 requires factions { armenia, } and hidden_resource ar and hidden_resource home
    		law_bonus bonus 1 requires factions { armenia, } and hidden_resource ar and hidden_resource home
    		population_loyalty_bonus bonus 1 requires factions { armenia, } and hidden_resource ar and hidden_resource home
    		taxable_income_bonus bonus 3 requires factions { armenia, } and hidden_resource ar and hidden_resource home
    		recruits_morale_bonus bonus 1 requires factions { armenia, } and hidden_resource ar and hidden_resource home
    ;royal territory(16)
    	;pontus(10)
    		population_growth_bonus bonus -2 requires factions { pontus, } and hidden_resource an and hidden_resource home and building_present_min_level hinterland_loc1 a_anatolia
    		population_loyalty_bonus bonus 2 requires factions { pontus, } and hidden_resource an and hidden_resource home and building_present_min_level hinterland_loc1 a_anatolia
    		taxable_income_bonus bonus 3 requires factions { pontus, } and hidden_resource an and hidden_resource home and building_present_min_level hinterland_loc1 a_anatolia
    		recruits_morale_bonus bonus 1 requires factions { pontus, } and hidden_resource an and hidden_resource home and building_present_min_level hinterland_loc1 a_anatolia
    	;black sea(6)
    		population_growth_bonus bonus -2 requires factions { pontus, } and hidden_resource bs and not hidden_resource an and not building_present_min_level hinterland_loc1 a_anatolia
    		population_loyalty_bonus bonus 2 requires factions { pontus, } and hidden_resource bs and not hidden_resource an and not building_present_min_level hinterland_loc1 a_anatolia 
    		taxable_income_bonus bonus 3 requires factions { pontus, } and hidden_resource bs and not hidden_resource an and not building_present_min_level hinterland_loc1 a_anatolia
    		recruits_morale_bonus bonus 1 requires factions { pontus, } and hidden_resource bs and not hidden_resource an and not building_present_min_level hinterland_loc1 a_anatolia 
    ;king's tribe
    	;dacia(5)
    		happiness_bonus bonus 1 requires factions { dacia, } and hidden_resource da and hidden_resource home
    		trade_base_income_bonus bonus 1 requires factions { dacia, } and hidden_resource da and hidden_resource home
    		law_bonus bonus 1 requires factions { dacia, } and hidden_resource da and hidden_resource home
    		recruits_morale_bonus 1 requires factions { dacia, } and hidden_resource da and hidden_resource home
    	;germany(9)
    		trade_base_income_bonus bonus 1 requires factions { germans, } and hidden_resource ge and hidden_resource home
    		construction_cost_bonus_other bonus 1 requires factions { germans, } and hidden_resource ge and hidden_resource home
    		construction_cost_bonus_military bonus 1 requires factions { germans, } and hidden_resource ge and hidden_resource home
    		population_loyalty_bonus bonus 1 requires factions { germans, } and hidden_resource ge and hidden_resource home
    		recruits_morale_bonus 1 requires factions { germans, } and hidden_resource ge and hidden_resource home
    	;spain(9)
    		trade_base_income_bonus bonus 1 requires factions { spain, } and hidden_resource sp and hidden_resource home
    		construction_cost_bonus_religious bonus 2 requires factions { spain, } and hidden_resource sp and hidden_resource home
    		construction_cost_bonus_military bonus 2 requires factions { spain, } and hidden_resource sp and hidden_resource home
    		recruits_morale_bonus 1 requires factions { spain, } and hidden_resource sp and hidden_resource home
    		}
    		construction  5
    		cost  2000
    		settlement_min town
    		upgrades
    		{
    		gov8 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
    		}
    	}
    ;(1)Xromans_julii, egypt, epirus, macedon, thrace, armenia, pontus, dacia, germans, spain,
    	gov6 requires factions { romans_julii, } and not hidden_resource not_here
    	{
    		capability
    		{
    ;sociorum (allied states)
    		religious_belief christianity 1 requires factions { romans_julii, }
    		happiness_bonus bonus 1 requires factions { romans_julii, }
    		taxable_income_bonus bonus 3 requires factions { romans_julii, }
    		}
    		construction  4
    		cost  500
    		settlement_min town
    		upgrades
    		{
    		gov8 requires factions { romans_julii, } and building_present_min_level hinterland_age age7
    		}
    	}
    	gov7 requires factions { romans_julii, } and not hidden_resource not_here
    	{
    		capability
    		{
    ;sine suffragio (romanized states)
    		religious_belief christianity 1 requires factions { romans_julii, }
    		happiness_bonus bonus 1 requires factions { romans_julii, }
    		law_bonus bonus 1 requires factions { romans_julii, }
    		taxable_income_bonus bonus 3 requires factions { romans_julii, }
    		}
    		construction  5
    		cost  1000
    		settlement_min town
    		upgrades
    		{
    		gov8 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not hidden_resource rome
    		gov8 requires factions { romans_julii, } and hidden_resource rome
    		}
    	}
    	gov8 requires factions { romans_julii, } and not hidden_resource not_here
    	{
    		capability
    		{
    ;romana (citizenship)
    		religious_belief christianity 1 requires factions { romans_julii, }
    		happiness_bonus bonus 2 requires factions { romans_julii, }
    		law_bonus bonus 1 requires factions { romans_julii, }
    		taxable_income_bonus bonus 5 requires factions { romans_julii, }
    		}
    		construction  6
    		cost  2000
    		settlement_min city
    		upgrades
    		{
    		}
    	}
    	}
    plugins
    {
    }
    }


    I will focus on the faction romans_julii as an example because it uses more complex upgrade options for gov1 building as shown here for convenience:
    upgrades
    {
    ;imperium
    gov2 requires factions { romans_julii, } and not building_present_min_level hinterland_loc1 a_italia and not building_present_min_level hinterland_age age7
    ;sociorum(18)
    gov6 requires factions { romans_julii, } and building_present_min_level hinterland_loc1 a_italia
    ;sine suffragio(10)
    gov7 requires factions { romans_julii, } and hidden_resource italy and not building_present_min_level hinterland_age age7
    ;building_present_min_level hinterland_age age7
    gov3 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
    gov4 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
    gov5 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and not building_present_min_level hinterland_loc1 a_italia
    gov7 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and building_present_min_level hinterland_loc1 a_italia
    gov8 requires factions { romans_julii, } and building_present_min_level hinterland_age age7 and hidden_resource italy
    ;...other codes
    }

    All the building options are present and work according to the above codes, i.e. after constructing the building age7, a region without the building a_italia will have the option of constructing gov3, gov4 and gov5 whereas a region with the building a_italia will have the option of constructing gov6, gov7, gov8.

    As for the rest of the factions, I have only implemented hidden resources to limit the regions where the upgrades are possible and they work. As mentioned earlier, upgrade options replicate whenever the requirements are met. Example:
    - a region consists of hidden resource A and B.
    - code for upgrades:
    upgrade1 requires factions { gauls, } and hidden_resource A
    upgrade1 requires factions { gauls, } and hidden_resource B

    This will result in upgrade1 option appearing twice as if they are separate buildings but are in fact the same. Hence care should be taken when allocating upgrade options to different regions by using another code such as: upgrade1 requires factions { gauls, } and hidden_resource A or hidden_resource B

  7. #217

    Default Re: The Complete EDB Guide - discussion

    Great report lim_lucky!

    It can happen to everyone that you forget that silly map.rwm file :P

    This really opens up a whole new world in EDB coding

    RTR VII Developer

  8. #218

    Default Re: The Complete EDB Guide - discussion

    Okay, I'm here to report some minor issues regarding building effects because I wasted almost a day trying to debug this nonsense...

    With regards to religious_belief [pagan/zoroastrian/christianity] 1-x (5-x%), the building_present_min_level requirement cannot be used. BUT, complex hidden resource requirements can still be used. The codes below caused the game to crash after the first turn regardless of whether it is built. I didn't bother trying to find out whether it was simply the negative building_present condition (i.e. not) that caused the problem because I have no use for the code with only a positive condition.

    religious_belief christianity 1 requires factions { romans_julii, } and not building_present_min_level hinterland_age age6
    religious_belief greco 1 requires factions { romans_julii, } and building_present_min_level hinterland_age age6


    However, other building effects such as law_bonus bonus works, although in both cases (i.e. the religious one above and the law_bonus) the in game display will include the name of the building age6.

    i.e. for the code:
    law_bonus bonus 1 requires factions { romans_julii, } and not building_present_min_level hinterland_age age6
    law_bonus bonus 2 requires factions { romans_julii, } and building_present_min_level hinterland_age age6

    both lines will be present in game display although effects are logically sound, yet the words seem illogical to a player:
    law 5% (age6 building name)
    law 10% (age6 building name)
    Does anyone have a solution to the game display problem?

    I have another question regarding population_loyalty_bonus.
    In my previous map(I edited from EXRM and used BI.exe), whenever I used the population_loyalty_bonus, it will be displayed as the "wonder pip or happiness pip" (I'm not sure which because its more than a year ago), i.e. effects are present, however, when I changed to the bigger map created by Mundus Magnus, the population_loyalty_bonus disappeared OR it could have been due to the ALEXANDER engine. Does anyone know the cause?
    Although the EDB guide stated that population_loyalty_bonus does not appear to work, but looking through the EB mod EDB files, one can see the population_loyalty_bonus lines, surely they must have some purpose...

  9. #219

    Default Re: The Complete EDB Guide - discussion

    According to the EDB Guide:

    Note 1: Not conditionals (even if true) and positive conditionals that result false seem to break the culture/faction for the slave faction if those buildings are placed at game start - see this thread: https://forums.totalwar.org/vb/showthread.php?t=81322

    I have found a way to "skip" pass this not conditions so that the buildings have the correct descriptions and pictures.

    The solution lies in the upgrade options that I discovered. I made use of the upgrade options to remove the conditions from the main building lines so that it would not break the culture or faction.

    The code is as shown:
    Spoiler Alert, click show to read: 
    Code:
    building won1
    {
    	levels won1_god0 won1_god1 won1_god2 won1_god3 won1_god4 won1_god5 won1_god6 won1_god7 won1_god8
    	{
    ;030709
    ;(19)Xscythia, numidia,
    	won1_god0 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } ;and not building_present won2
    	{
    		capability
    		{
    		happiness_bonus bonus 1
    		}
    		construction  2
    		cost  1000
    		settlement_min large_city
    		upgrades
    		{
    ;(14)
    	;zeus(9)
    		won1_god1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, pontus, } and building_present_min_level temple_of_governors temple_of_governors_pantheon and building_present_min_level hinterland_loc1 a_anatolia
    		won1_god1 requires factions { seleucid, } and building_present_min_level temple_of_governors temple_of_governors_pantheon and building_present_min_level hinterland_loc1 a_wpersia
    		won1_god1 requires factions { britons, } and building_present_min_level temple_of_governors temple_of_governors_pantheon and building_present_min_level hinterland_loc1 a_greece
    		won1_god1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, pontus, britons, } and building_present_min_level temple_of_governors temple_of_governors_pantheon and building_present hinterland_loc1 and not building_present_min_level hinterland_loc1 a_epersia
    		won1_god1 requires factions { thrace, } and building_present_min_level temple_of_governors temple_of_governors_pantheon and building_present hinterland_loc1
    	;barb(5)
    		won1_god1 requires factions { dacia, } and building_present_min_level temple_of_governors temple_of_governors_pantheon_2 and building_present_min_level hinterland_loc2 a_getai and not building_present_min_level hinterland_loc2 a_germania
    		won1_god1 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level temple_of_governors temple_of_governors_pantheon_2 and building_present_min_level hinterland_loc2 a_alps
    		won1_god1 requires factions { germans, } and building_present_min_level temple_of_governors temple_of_governors_pantheon_2 and building_present_min_level hinterland_loc2 a_germania
    ;(11+2)
    	;hera(5)
    		won1_god2 requires factions { romans_julii, epirus, greek_cities, macedon, } and building_present_min_level fertility fertility_pantheon_2 and building_present_min_level hinterland_loc1 a_greece
    		won1_god2 requires factions { romans_julii, epirus, greek_cities, macedon, } and building_present_min_level fertility fertility_pantheon_2 and building_present_min_level hinterland_loc1 a_egypt and hidden_resource home and not building_present_min_level hinterland_loc1 a_greece
    		won1_god2 requires factions { egypt, } and building_present_min_level fertility fertility_pantheon_2 and building_present_min_level hinterland_loc1 a_egypt
    	;kybele
    		won1_god2 requires factions { pontus, } and building_present_min_level fertility fertility_pantheon and building_present_min_level hinterland_loc1 a_anatolia and not building_present_min_level hinterland_loc1 a_egypt and not building_present_min_level fertility fertility_temple_2
    	;barb(5)
    		won1_god2 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level battle battle_pantheon_2 and building_present_min_level hinterland_loc2 a_alps
    		won1_god2 requires factions { germans, } and building_present_min_level battle battle_pantheon_2 and building_present_min_level hinterland_loc2 a_alps
    		won1_god2 requires factions { spain, } and building_present_min_level temple_of_governors temple_of_governors_pantheon and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
    ;Damaskos in Syria_Koile
    		won1_god2 requires factions { seleucid, thrace, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
    ;(8)
    	;demeter(5),persephone
    		won1_god3 requires factions { romans_julii, epirus, greek_cities, pontus, } and building_present_min_level farming farming_pantheon and building_present_min_level hinterland_loc1 a_greece
    		won1_god3 requires factions { romans_julii, epirus, greek_cities, pontus, } and building_present_min_level farming farming_pantheon and building_present_min_level hinterland_loc1 a_anatolia and not building_present_min_level hinterland_loc1 a_gsm
    		won1_god3 requires factions { britons, } and building_present_min_level farming farming_pantheon and building_present_min_level hinterland_loc1 a_greece
    		won1_god3 requires factions { britons, } and building_present_min_level farming farming_pantheon and building_present hinterland_loc1 and not building_present_min_level hinterland_loc1 a_epersia
    		won1_god3 requires factions { spain, } and building_present_min_level fertility fertility_pantheon_2 and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
    		won1_god3 requires factions { spain, } and building_present_min_level fertility fertility_pantheon_2 and building_present_min_level hinterland_loc1 a_greece and not building_present_min_level hinterland_loc1 a_italia
    	;east(2)
    		won1_god3 requires factions { carthage, } and building_present_min_level farming farming_pantheon and building_present_min_level hinterland_loc3 a_qarthadast
    		won1_god3 requires factions { seleucid, } and building_present_min_level farming farming_pantheon and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level hinterland_loc1 a_egypt
    ;(9)
    	;aphrodite(8)
    		won1_god4 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level fun fun_pantheon and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level fun fun_temple_2
    		won1_god4 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level fun fun_pantheon and building_present_min_level hinterland_loc3 a_qarthadast and not building_present_min_level fun fun_temple_2
    	;barb(1)
    		won1_god4 requires factions { spain, } and building_present_min_level light light_pantheon_2 and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
    		won1_god4 requires factions { spain, } and building_present_min_level light light_pantheon and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt and not building_present_min_level light light_temple_2
    ;(11)
    	;dionysos(7)
    		won1_god5 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, } and building_present_min_level fun fun_pantheon_2 and building_present_min_level hinterland_loc1 a_epersia
    	;barb(4)
    		won1_god5 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level trade trade_pantheon and building_present_min_level hinterland_loc2 a_alps
    		won1_god5 requires factions { germans, } and building_present_min_level trade trade_pantheon and building_present_min_level hinterland_loc2 a_germania and not building_present_min_level trade trade_temple_2
    ;(7+4)
    	;apollo(6),hammon
    		won1_god6 requires factions { romans_julii, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level light light_pantheon and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level light light_temple_2
    		won1_god6 requires factions { carthage, } and building_present_min_level law law_pantheon and building_present_min_level hinterland_loc3 a_qarthadast and not building_present_min_level law law_temple_2
    		;Tolosa in Volcallra
    		won1_god6 requires factions { britons, gauls, romans_brutii, romans_scipii,} and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
    ;(2+2)
    	;hermes(2)
    		won1_god7 requires factions { macedon, thrace, } and building_present_min_level horse horse_pantheon_2 and building_present_min_level hinterland_loc1 a_epersia
    ;Rome in Latium - 20% in 296 BC, 275BC
    		won1_god7 requires factions { romans_julii, } and hidden_resource rome
    ;Kart_Hadast in Zeugitana - np
    		won1_god7 requires factions { carthage, } and building_present_min_level law law_pantheon and building_present_min_level battle battle_pantheon and building_present_min_level hinterland_loc3 a_qarthadast and hidden_resource qa and hidden_resource home
    ;(+12)
    		;Hierosolyma - lys present, unbuildable, decide on culture ?
    		;won1_god8 requires factions { all, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
    	;Ratae in Corieltauvae - 70%
    		won1_god8 requires factions { carthage, egypt, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
    	;Thermon in Aitolia
    		won1_god8 requires factions { epirus, greek_cities, macedon, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
    	;Emain_Macha in Cruddain - 10%
    		won1_god8 requires factions { britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
    	;Pselkis - 90% lys shift to 2 8 ?
    		;won2_god8 requires factions { egypt, } and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource n8
    	;Emporion - lys shift to 2 8 ?
    		;won2_god8 requires factions { epirus, greek_cities, macedon, } and hidden_resource NW and hidden_resource A and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
    		won1_god1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
    		}
    	}
    	won1_god1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
    	{
    		capability
    		{
    ;(14)
    		religious_belief christianity 2 requires factions { romans_julii, epirus, greek_cities, } and hidden_resource an or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
    		religious_belief greco 2 requires factions { egypt, macedon, pontus, } and hidden_resource an or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
    		religious_belief greco 2 requires factions { seleucid, } and hidden_resource an or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
    		religious_belief greco 2 requires factions { seleucid, } and hidden_resource se and not hidden_resource ba and not hidden_resource an and not hidden_resource eg and not hidden_resource ep and not hidden_resource gk and not hidden_resource italy and not hidden_resource ma
    		religious_belief greco 2 requires factions { thrace, } and hidden_resource an or hidden_resource ba or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma or hidden_resource pa or hidden_resource se
    		religious_belief pagan 2 requires factions { britons, } and hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
    		religious_belief pagan 2 requires factions { dacia, } and hidden_resource ce or hidden_resource da or hidden_resource ep or hidden_resource ma
    		religious_belief pagan 2 requires factions { gauls, romans_brutii, romans_scipii, } and hidden_resource ce or hidden_resource da or hidden_resource ep or hidden_resource ge or hidden_resource sp
    		religious_belief pagan 2 requires factions { germans, } and hidden_resource ce or hidden_resource ge or hidden_resource sp
    		religious_belief barb -1 requires factions { romans_julii, epirus, greek_cities, britons, egypt, macedon, pontus, seleucid, thrace, dacia, gauls, romans_brutii, romans_scipii, germans, }
    		happiness_bonus bonus 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and building_present hinterland_loc1
    		law_bonus bonus 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and building_present hinterland_loc1
    		taxable_income_bonus bonus 10 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and building_present hinterland_loc1
    		recruits_morale_bonus bonus 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and building_present hinterland_loc1
    		construction_cost_bonus_religious bonus 15 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and building_present hinterland_loc1
    		construction_cost_bonus_other bonus 10 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and building_present hinterland_loc1
    		happiness_bonus bonus 1 requires factions { dacia, gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_getai
    		law_bonus bonus 1 requires factions { dacia, gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_getai
    		taxable_income_bonus bonus 10 requires factions { dacia, gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_getai
    		recruits_morale_bonus bonus 1 requires factions { dacia, gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_getai
    		construction_cost_bonus_religious bonus 15 requires factions { dacia, gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_getai
    		construction_cost_bonus_other bonus 10 requires factions { dacia, gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_getai
    		}
    		construction  20
    		cost  30000
    		settlement_min huge_city
    		upgrades
    		{
    		won1_god2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
    		}
    	}
    	won1_god2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
    	{
    		capability
    		{
    ;(11+2)
    		religious_belief christianity 2 requires factions { romans_julii, epirus, greek_cities, } and hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
    		religious_belief greco 2 requires factions { egypt, macedon, } and hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
    		religious_belief greco 2 requires factions { pontus, } and hidden_resource an
    		religious_belief greco 2 requires factions { pontus, } and hidden_resource eg and hidden_resource se
    		religious_belief greco 2 requires factions { pontus, } and hidden_resource se and not hidden_resource ar and not hidden_resource ba and not hidden_resource eg and not hidden_resource pa
    		religious_belief pagan 2 requires factions { gauls, romans_brutii, romans_scipii, } and hidden_resource ce or hidden_resource da or hidden_resource ep or hidden_resource ge or hidden_resource sp
    		religious_belief pagan 2 requires factions { germans, } and hidden_resource ce or hidden_resource ge or hidden_resource sp
    		religious_belief pagan 2 requires factions { spain, } and hidden_resource sp
    		religious_belief barb -1 requires factions { romans_julii, epirus, greek_cities, egypt, macedon, pontus, gauls, romans_brutii, romans_scipii, germans, spain, }
    		happiness_bonus bonus 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
    		taxable_income_bonus bonus 15 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
    		recruits_morale_bonus bonus 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
    		construction_cost_bonus_religious bonus 10 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
    		construction_cost_bonus_other bonus 6 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
    		construction_time_bonus_religious bonus 20 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
    		happiness_bonus bonus 1 requires factions { gauls, romans_brutii, romans_scipii, germans, spain, } and building_present_min_level hinterland_loc2 a_alps
    		law_bonus bonus 1 requires factions { gauls, romans_brutii, romans_scipii, germans, spain, } and building_present_min_level hinterland_loc2 a_alps
    		taxable_income_bonus bonus 10 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
    		recruits_exp_bonus bonus 1 requires factions { gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_alps
    		recruits_morale_bonus bonus 2 requires factions { gauls, romans_brutii, romans_scipii, germans, spain, } and building_present_min_level hinterland_loc2 a_alps
    		armour bonus 1 requires factions { gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_alps
    		construction_cost_bonus_military bonus 10 requires factions { gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_alps
    		construction_cost_bonus_defensive bonus 10 requires factions { gauls, romans_brutii, romans_scipii, germans, } and building_present_min_level hinterland_loc2 a_alps
    		construction_cost_bonus_religious bonus 10 requires factions { spain, } and hidden_resource sp
    		construction_cost_bonus_other bonus 10 requires factions { spain, } and hidden_resource sp
    ;onesix egyptian = Heliopolis / Baalbek - SYRIA KOILE Damaskos
    ;buildable, present
    		religious_belief greco 2 requires factions { egypt, macedon, seleucid, thrace, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
    		religious_belief greco 1 requires factions { romans_julii, carthage, epirus, greek_cities, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, scythia, numidia, parthia, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
    		religious_belief barb -1 requires factions { all, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
    		happiness_bonus bonus 1 requires factions { all, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
    		trade_base_income_bonus bonus 1 requires factions { all, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
    		recruits_morale_bonus bonus 1 requires factions { all, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
    		construction_cost_bonus_religious bonus 20 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, parthia, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
    		construction_time_bonus_religious bonus 20 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, parthia, } and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
    		}
    		construction  20
    		cost  30000
    		settlement_min huge_city
    		upgrades
    		{
    		won1_god3 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
    		}
    	}
    	won1_god3 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
    	{
    		capability
    		{
    ;(8)
    		religious_belief christianity 2 requires factions { romans_julii, epirus, greek_cities, } and hidden_resource an or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
    		religious_belief greco 2 requires factions { pontus, } and hidden_resource an or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
    		religious_belief zoroastrian 2 requires factions { carthage, } and hidden_resource qa
    		religious_belief greco 1 requires factions { seleucid, } and hidden_resource se and not hidden_resource ba and not hidden_resource pa
    		religious_belief zoroastrian 1 requires factions { seleucid, } and hidden_resource se and not hidden_resource ba and not hidden_resource pa
    		religious_belief pagan 1 requires factions { britons, } and hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
    		religious_belief pagan 2 requires factions { spain, } and hidden_resource sp or hidden_resource ep or hidden_resource gk or hidden_resource ma
    		religious_belief barb -1 requires factions { romans_julii, epirus, greek_cities, pontus, carthage, seleucid, britons, spain, }
    		happiness_bonus bonus 1 requires factions { romans_julii, epirus, greek_cities, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
    		happiness_bonus bonus 1 requires factions { britons, } and building_present hinterland_loc1
    		happiness_bonus bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
    		happiness_bonus bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc1 a_greece and not building_present_min_level hinterland_loc1 a_italia
    		happiness_bonus bonus 1 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
    		happiness_bonus bonus 1 requires factions { seleucid, } and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level hinterland_loc1 a_egypt
    		taxable_income_bonus bonus 5 requires factions { romans_julii, epirus, greek_cities, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
    		taxable_income_bonus bonus 5 requires factions { britons, } and building_present hinterland_loc1
    		taxable_income_bonus bonus 5 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
    		taxable_income_bonus bonus 5 requires factions { spain, } and building_present_min_level hinterland_loc1 a_greece and not building_present_min_level hinterland_loc1 a_italia
    		taxable_income_bonus bonus 5 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
    		taxable_income_bonus bonus 5 requires factions { seleucid, } and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level hinterland_loc1 a_egypt
    		farming_level bonus 1 requires factions { romans_julii, epirus, greek_cities, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
    		farming_level bonus 1 requires factions { britons, } and building_present hinterland_loc1
    		farming_level bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
    		farming_level bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc1 a_greece and not building_present_min_level hinterland_loc1 a_italia
    		farming_level bonus 1 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
    		farming_level bonus 1 requires factions { seleucid, } and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level hinterland_loc1 a_egypt
    		recruits_morale_bonus bonus 1 requires factions { romans_julii, epirus, greek_cities, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
    		recruits_morale_bonus bonus 1 requires factions { britons, } and building_present hinterland_loc1
    		recruits_morale_bonus bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
    		recruits_morale_bonus bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc1 a_greece and not building_present_min_level hinterland_loc1 a_italia
    		recruits_morale_bonus bonus 1 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
    		recruits_morale_bonus bonus 1 requires factions { seleucid, } and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level hinterland_loc1 a_egypt
    		construction_cost_bonus_other bonus 8 requires factions { romans_julii, epirus, greek_cities, pontus, } and building_present_min_level hinterland_loc1 a_anatolia
    		construction_cost_bonus_other bonus 8 requires factions { britons, } and building_present hinterland_loc1
    		construction_cost_bonus_other bonus 8 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
    		construction_cost_bonus_other bonus 8 requires factions { spain, } and building_present_min_level hinterland_loc1 a_greece and not building_present_min_level hinterland_loc1 a_italia
    		construction_cost_bonus_other bonus 8 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
    		construction_cost_bonus_other bonus 8 requires factions { seleucid, } and building_present_min_level hinterland_loc1 a_wpersia and not building_present_min_level hinterland_loc1 a_egypt
    		}
    		construction  20
    		cost  30000
    		settlement_min huge_city
    		upgrades
    		{
    		won1_god4 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
    		}
    	}
    	won1_god4 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
    	{
    		capability
    		{
    ;(9)
    		religious_belief christianity 2 requires factions { romans_julii, carthage, epirus, greek_cities, } and hidden_resource an or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma or hidden_resource qa
    		religious_belief christianity 2 requires factions { romans_julii, carthage, epirus, greek_cities, } and hidden_resource se and not hidden_resource ba and not hidden_resource an and not hidden_resource eg and not hidden_resource ep and not hidden_resource gk and not hidden_resource italy and not hidden_resource ma and not hidden_resource qa
    		religious_belief greco 2 requires factions { egypt, macedon, seleucid, pontus, } and hidden_resource an or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma or hidden_resource qa
    		religious_belief greco 2 requires factions { egypt, macedon, seleucid, pontus, } and hidden_resource se and not hidden_resource ba and not hidden_resource an and not hidden_resource eg and not hidden_resource ep and not hidden_resource gk and not hidden_resource italy and not hidden_resource ma and not hidden_resource qa
    		religious_belief pagan 2 requires factions { spain, } and hidden_resource sp
    		religious_belief barb -1 requires factions { romans_julii, carthage, epirus, greek_cities, egypt, macedon, seleucid, pontus, spain, }
    		happiness_bonus bonus 2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
    		happiness_bonus bonus 2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc3 a_qarthadast
    		taxable_income_bonus bonus 8 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
    		taxable_income_bonus bonus 8 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc3 a_qarthadast
    		recruits_morale_bonus bonus 2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
    		recruits_morale_bonus bonus 2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc3 a_qarthadast
    		construction_cost_bonus_religious bonus 5 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
    		construction_cost_bonus_religious bonus 5 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc3 a_qarthadast
    		construction_cost_bonus_other bonus 5 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
    		construction_cost_bonus_other bonus 5 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc3 a_qarthadast
    		population_health_bonus bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
    		taxable_income_bonus bonus 10 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
    		recruits_morale_bonus bonus 1 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
    		construction_cost_bonus_religious bonus 7 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
    		construction_cost_bonus_other bonus 7 requires factions { spain, } and building_present_min_level hinterland_loc2 a_iberia and not building_present_min_level hinterland_loc2 a_celt
    		}
    		construction  20
    		cost  30000
    		settlement_min huge_city
    		upgrades
    		{
    		won1_god5 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
    		}
    	}
    	won1_god5 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
    	{
    		capability
    		{
    ;(11)
    		religious_belief christianity 2 requires factions { romans_julii, epirus, greek_cities, } and hidden_resource an or hidden_resource ba or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma or hidden_resource pa or hidden_resource se
    		religious_belief greco 2 requires factions { egypt, macedon, seleucid, thrace, } and hidden_resource an or hidden_resource ba or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma or hidden_resource pa or hidden_resource se
    		religious_belief pagan 2 requires factions { gauls, romans_brutii, romans_scipii, } and hidden_resource ce or hidden_resource da or hidden_resource ep or hidden_resource ge or hidden_resource sp
    		religious_belief pagan 2 requires factions { germans, } and hidden_resource ce or hidden_resource ge or hidden_resource sp
    		religious_belief barb -1 requires factions { romans_julii, epirus, greek_cities, egypt, macedon, seleucid, thrace, gauls, romans_brutii, romans_scipii, germans, }
    		happiness_bonus bonus 5 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, } and building_present_min_level hinterland_loc1 a_epersia
    		recruits_morale_bonus bonus 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, } and building_present_min_level hinterland_loc1 a_epersia
    		taxable_income_bonus bonus 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, } and building_present_min_level hinterland_loc1 a_epersia
    		law_bonus bonus -1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, } and building_present_min_level hinterland_loc1 a_epersia
    		population_growth_bonus bonus -1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, } and building_present_min_level hinterland_loc1 a_epersia
    		recruits_exp_bonus bonus -1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, } and building_present_min_level hinterland_loc1 a_epersia
    		happiness_bonus bonus 2 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level hinterland_loc2 a_alps
    		taxable_income_bonus bonus 8 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level hinterland_loc2 a_alps
    		recruits_morale_bonus bonus 2 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level hinterland_loc2 a_alps
    		construction_cost_bonus_religious bonus 8 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level hinterland_loc2 a_alps
    		construction_cost_bonus_other bonus 8 requires factions { gauls, romans_brutii, romans_scipii, } and building_present_min_level hinterland_loc2 a_alps
    		taxable_income_bonus bonus 5 requires factions { germans, } and building_present_min_level hinterland_loc2 a_germania
    		farming_level bonus 1 requires factions { germans, } and building_present_min_level hinterland_loc2 a_germania
    		recruits_morale_bonus bonus 1 requires factions { germans, } and building_present_min_level hinterland_loc2 a_germania
    		construction_cost_bonus_religious bonus 8 requires factions { germans, } and building_present_min_level hinterland_loc2 a_germania
    		construction_cost_bonus_other bonus 8 requires factions { germans, } and building_present_min_level hinterland_loc2 a_germania
    		}
    		construction  20
    		cost  30000
    		settlement_min huge_city
    		upgrades
    		{
    		won1_god6 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
    		}
    	}
    	won1_god6 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
    	{
    		capability
    		{
    ;(7+4)
    		religious_belief christianity 2 requires factions { romans_julii, macedon, } and hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
    		religious_belief greco 2 requires factions { romans_julii, macedon, } and hidden_resource se and not hidden_resource ba and not hidden_resource an and not hidden_resource eg and not hidden_resource ep and not hidden_resource gk and not hidden_resource italy and not hidden_resource ma
    		religious_belief christianity 1 requires factions { romans_julii, macedon, } and hidden_resource an or hidden_resource eg
    		religious_belief greco 1 requires factions { romans_julii, macedon, } and hidden_resource an or hidden_resource eg
    		religious_belief christianity 2 requires factions { epirus, greek_cities, } and hidden_resource an or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
    		religious_belief christianity 2 requires factions { epirus, greek_cities, } and hidden_resource se and not hidden_resource ba and not hidden_resource an and not hidden_resource eg and not hidden_resource ep and not hidden_resource gk and not hidden_resource italy and not hidden_resource ma
    		religious_belief greco 2 requires factions { seleucid, pontus, } and hidden_resource an or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma
    		religious_belief greco 2 requires factions { seleucid, pontus, } and hidden_resource se and not hidden_resource ba and not hidden_resource an and not hidden_resource eg and not hidden_resource ep and not hidden_resource gk and not hidden_resource italy and not hidden_resource ma
    		religious_belief zoroastrian 2 requires factions { carthage, } and hidden_resource qa
    		religious_belief barb -1 requires factions { romans_julii, macedon, epirus, greek_cities, seleucid, pontus, carthage, }
    		happiness_bonus bonus 1 requires factions { romans_julii, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
    		population_health_bonus bonus 1 requires factions { romans_julii, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
    		taxable_income_bonus bonus 10 requires factions { romans_julii, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
    		recruits_morale_bonus bonus 1 requires factions { romans_julii, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
    		construction_cost_bonus_other bonus 10 requires factions { romans_julii, epirus, greek_cities, macedon, seleucid, pontus, } and building_present_min_level hinterland_loc1 a_wpersia
    		happiness_bonus bonus 1 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
    		law_bonus bonus 1 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
    		taxable_income_bonus bonus 10 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
    		recruits_morale_bonus bonus 1 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
    		construction_cost_bonus_religious bonus 15 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
    		construction_cost_bonus_other bonus 10 requires factions { carthage, } and building_present_min_level hinterland_loc3 a_qarthadast
    ;oneone barbarian = Tolosa Lakes - VOLCALLRA Tolosa
    ;buildable, present
    		religious_belief pagan 1 requires factions { all, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
    		religious_belief barb -1 requires factions { britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, scythia, numidia, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
    		happiness_bonus bonus 1 requires factions { all, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
    		law_bonus bonus 1 requires factions { britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, scythia, numidia, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
    		taxable_income_bonus bonus 10 requires factions { britons, gauls, romans_brutii, romans_scipii, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
    		trade_base_income_bonus bonus 1 requires factions { britons, gauls, romans_brutii, romans_scipii, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
    		recruits_morale_bonus bonus 2 requires factions { britons, gauls, romans_brutii, romans_scipii, } and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8
    		}
    		construction  20
    		cost  30000
    		settlement_min huge_city
    		upgrades
    		{
    		won1_god7 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
    		}
    	}
    	won1_god7 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
    	{
    		capability
    		{
    		religious_belief greco 2 requires factions { macedon, thrace, } and hidden_resource an or hidden_resource ba or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma or hidden_resource pa or hidden_resource se
    		religious_belief barb -1 requires factions { macedon, thrace, } and hidden_resource an or hidden_resource ba or hidden_resource eg or hidden_resource ep or hidden_resource gk or hidden_resource italy or hidden_resource ma or hidden_resource pa or hidden_resource se
    		happiness_bonus bonus 1 requires factions { macedon, thrace, } and building_present_min_level horse horse_pantheon_2 and building_present_min_level hinterland_loc1 a_epersia
    		taxable_income_bonus bonus 15 requires factions { macedon, thrace, } and building_present_min_level horse horse_pantheon_2 and building_present_min_level hinterland_loc1 a_epersia
    		trade_level_bonus bonus 2 requires factions { macedon, thrace, } and building_present_min_level horse horse_pantheon_2 and building_present_min_level hinterland_loc1 a_epersia
    ;oneone roman = Capitoline - LATIUM2 Rome
    ;buildable, present - 296 BC, 275 BC - 20% damage
    		religious_belief christianity 1 requires factions { carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, scythia, numidia, parthia, } and hidden_resource rome
    		religious_belief christianity 2 requires factions { romans_julii, } and hidden_resource rome
    		religious_belief barb -1 requires factions { all, } and hidden_resource rome
    		happiness_bonus bonus 1 requires factions { all, } and hidden_resource rome
    		law_bonus bonus 1 requires factions { romans_julii, } and hidden_resource rome and not building_present_min_level hinterland_age age3
    		law_bonus bonus 2 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age3
    		recruits_morale_bonus bonus 1 requires factions { romans_julii, } and hidden_resource rome and not building_present_min_level hinterland_age age2
    		recruits_exp_bonus bonus 1 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age2 and not building_present_min_level hinterland_age age5
    		recruits_morale_bonus bonus 1 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age5
    		recruits_exp_bonus bonus 1 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age5
    		taxable_income_bonus bonus 10 requires factions { romans_julii, } and hidden_resource rome and not building_present_min_level hinterland_age age2
    		taxable_income_bonus bonus 12 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age2 and not building_present_min_level hinterland_age age5
    		taxable_income_bonus bonus 15 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age5
    		construction_cost_bonus_religious bonus 15 requires factions { romans_julii,  } and hidden_resource rome
    		construction_cost_bonus_other bonus 10 requires factions { romans_julii,  } and hidden_resource rome
    		construction_time_bonus_military bonus 5 requires factions { romans_julii,  } and hidden_resource rome and building_present_min_level hinterland_age age2 and not building_present_min_level hinterland_age age5
    		construction_time_bonus_defensive bonus 5 requires factions { romans_julii,  } and hidden_resource rome and building_present_min_level hinterland_age age2 and not building_present_min_level hinterland_age age5
    		construction_time_bonus_military bonus 10 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age5
    		construction_time_bonus_defensive bonus 10 requires factions { romans_julii, } and hidden_resource rome and building_present_min_level hinterland_age age5
    ;oneone carthaginian = Ba'al Complex - ZEUGITANA Kart-Hadast
    ;buildable, np
    		religious_belief zoroastrian 2 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		religious_belief zoroastrian 1 requires factions { romans_julii, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, scythia, numidia, parthia, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		religious_belief barb -1 requires factions { all, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		happiness_bonus bonus 1 requires factions { all, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		law_bonus bonus 1 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		taxable_income_bonus bonus 5 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		trade_base_income_bonus bonus 1 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		recruits_morale_bonus bonus 1 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		recruits_exp_bonus bonus 1 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		construction_cost_bonus_religious bonus 10 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		construction_cost_bonus_other bonus 10 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		construction_cost_bonus_military bonus 10 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		construction_cost_bonus_defensive bonus 10 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		construction_time_bonus_religious bonus 20 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		construction_time_bonus_other bonus 10 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		construction_time_bonus_military bonus 10 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		construction_time_bonus_defensive bonus 10 requires factions { carthage, } and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
    		}
    		construction  20
    		cost  30000
    		settlement_min huge_city
    		upgrades
    		{
    		won1_god8 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
    		}
    	}
    	won1_god8 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, }
    	{
    		capability
    		{
    ;oneeight carthaginian = Temples of Agrigento - ELIMYA Lilibeo - Corieltauvae
    ;buildable, present - 70% damage
    		religious_belief zoroastrian 1 requires factions { carthage, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
    		religious_belief greco 1 requires factions { egypt, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
    		religious_belief christianity 1 requires factions { all, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
    		religious_belief barb -1 requires factions { all, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
    		happiness_bonus bonus 1 requires factions { all, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
    		taxable_income_bonus bonus 3 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
    		trade_base_income_bonus bonus 1 requires factions { all, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
    		recruits_morale_bonus bonus 1 requires factions { all, } and resource olive_oil and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
    		construction_cost_bonus_religious bonus 10 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource n8
    		construction_time_bonus_religious bonus 20 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource n8
    ;onetwo greek = Delphinion - AITOLIA Thermon
    ;buildable, present
    		religious_belief christianity 1 requires factions { all, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
    		religious_belief barb -1 requires factions { greek_cities, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
    		happiness_bonus bonus 1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
    		happiness_bonus bonus -3 requires factions { armenia, dacia, gauls, germans, romans_brutii, romans_scipii, spain, scythia, numidia, parthia, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
    		taxable_income_bonus bonus 25 requires factions { slave, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
    		taxable_income_bonus bonus 20 requires factions { egypt, epirus, greek_cities, macedon, seleucid, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
    		taxable_income_bonus bonus 15 requires factions { romans_julii, thrace, pontus, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
    		taxable_income_bonus bonus 10 requires factions { carthage, armenia, parthia, britons, dacia, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
    		taxable_income_bonus bonus 5 requires factions { gauls, germans, romans_brutii, romans_scipii, spain, scythia, numidia, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
    		trade_base_income_bonus bonus 1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
    		recruits_morale_bonus bonus 1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, britons, } and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
    ;onesix barbarian = Teamhaidh Cnocinhaofan - CRUDDAIN Emain_Macha
    ;buildable, present - 10% damage
    		religious_belief pagan 1 requires factions { all, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
    		religious_belief barb -2 requires factions { all, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
    		law_bonus bonus 1 requires factions { britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
    		population_loyalty_bonus bonus 1 requires factions { britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
    		trade_base_income_bonus bonus 1 requires factions { britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
    		recruits_morale_bonus bonus 1 requires factions { britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, } and hidden_resource NW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
    		}
    		construction  20
    		cost  30000
    		settlement_min huge_city
    		upgrades
    		{
    		}
    	}
    	}
    plugins
    {
    }
    }


    I know the code is huge, but I will narrow down for explanation.
    We only need to include this line under upgrades (I have 8 of these for each level):
    upgrades
    {
    won1_god2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
    }

    This code does NOTHING since I did not place the hidden resource not_here at all. But this will
    1) SOLVE the issue of building gaps present upon game exit (not a major problem actually)
    2) Render upgrades for all other unnecessary factions as NULL while actual upgrade are represented as other code lines.
    3) And thus reduce / make the building level requirements unnecessary, hence prevent the culture to break due to not conditions.

    Hopefully someone has advice on the population_loyalty_bonus issue I face?

  10. #220

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by lim_lucky View Post
    I know the code is huge, but I will narrow down for explanation.
    We only need to include this line under upgrades (I have 8 of these for each level):
    upgrades
    {
    won1_god2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, } and hidden_resource not_here
    }

    This code does NOTHING since I did not place the hidden resource not_here at all. But this will
    1) SOLVE the issue of building gaps present upon game exit (not a major problem actually)
    2) Render upgrades for all other unnecessary factions as NULL while actual upgrade are represented as other code lines.
    3) And thus reduce / make the building level requirements unnecessary, hence prevent the culture to break due to not conditions.
    Hehe - I actually use the exact same trick :P

    I've had loads of problems with that annoying gap error... For some trees we even had to add counter HR (like requires HR not_indo_european instead of requires not HR indo_european), Obviousy this is such a shame of all those extra HRs that get lost because of this... this (in my case) "not_used" HR simply opens up a whole new world... Allowing the most complex trees without EDB starting to complain :D

    Oh btw, you can make it look a bit more easy by simply using:
    upgrades
    {
    won1_god2 requires factions { all, } and hidden_resource not_here
    }

    :)

    Quote Originally Posted by lim_lucky View Post
    Hopefully someone has advice on the population_loyalty_bonus issue I face?
    Sorry... can't help you here...
    Last edited by PatricianS; 07-06-2009 at 00:57.

    RTR VII Developer

  11. #221

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by PatricianS View Post
    Hehe - I actually use the exact same trick :P

    I've had loads of problems with that annoying gap error... For some trees we even had to add counter HR (like requires HR not_indo_european instead of requires not HR indo_european), Obviousy this is such a shame of all those extra HRs that get lost because of this... this (in my case) "not_used" HR simply opens up a whole new world... Allowing the most complex trees without EDB starting to complain :D

    Oh btw, you can make it look a bit more easy by simply using:
    upgrades
    {
    won1_god2 requires factions { all, } and hidden_resource not_here
    }

    :)


    Sorry... can't help you here...
    Thanks for the reply, I suppose I just have to hold on and search for threads on population_loyalty_bonus...

    Hmm, are you referring to using the same trick to prevent prevent culture break or building gap error? Regardless of which, since you're already using the upgrades, I suppose you're solving the culture break issue IF the main building levels did not use not conditions.

    Btw, I'm curious as to why counter HR has to be used, could you share the basis behind such a procedure because I may encounter such a situation later.

    Also the reason why I didn't use all was because the first building level did not use { all, } (missed out some factions), so I simply used those factions as it was logically sound and that I was afraid there would be errors if I added more factions below that might result it building gap error. In short, I would like to ask whether using { all, } is stable since the first building level did not include all the factions. I deliberately omitted certain factions because I did not even want them to build the first structure, because I did not want to use not conditions in the first building level to break the culture and cause description and graphics display to screw up.

  12. #222

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by lim_lucky View Post
    Thanks for the reply, I suppose I just have to hold on and search for threads on population_loyalty_bonus...

    Hmm, are you referring to using the same trick to prevent prevent culture break or building gap error? Regardless of which, since you're already using the upgrades, I suppose you're solving the culture break issue IF the main building levels did not use not conditions.
    I only used it for the gap error...

    Quote Originally Posted by lim_lucky View Post
    Btw, I'm curious as to why counter HR has to be used, could you share the basis behind such a procedure because I may encounter such a situation later.
    Here is the tree for which I had to use it: (I stripped all bonuses to make it read more easy)
    Code:
    building keltoi_govt
    {
        levels kelt_govt_1 kelt_govt_2 kelt_govt_3 kelt_govt_4 kelt_govt_5 kelt_govt_6 kelt_govt_7 kelt_govt_8 kelt_govt_9
        {
            ; Military Administartion
            kelt_govt_1 requires factions { gauls, } and building_present_min_level hinterland_settlement_id id_1
            {
                capability
                {
                    ;bla
                }
                construction 1
                cost 400
                settlement_min village
                upgrades
                {
                    kelt_govt_2
                    kelt_govt_3
                    kelt_govt_4
                }
            }
            kelt_govt_2 requires factions { gauls, } and hidden_resource not_indo_european
            {
                capability
                {
                    ;bla
                }
                construction 12
                cost 3200
                settlement_min town
                upgrades
                {
                    kelt_govt_5
                }
            }
            kelt_govt_3 requires factions { gauls, } and hidden_resource indo_european
            {
                capability
                {
                    ;bla
                }
                construction 6
                cost 2400
                settlement_min town
                upgrades
                {
                    kelt_govt_6
                }
            }
            kelt_govt_4 requires factions { gauls, } and hidden_resource indo_european or hidden_resource not_indo_european
            {
                capability
                {
                    ;bla
                }
                construction 4
                cost 1600
                settlement_min town
                upgrades
                {
                }
            }
            kelt_govt_5 requires factions { gauls, } and hidden_resource not_indo_european
            {
                capability
                {
                    ;bla
                }
                construction 12
                cost 3600
                settlement_min town
                upgrades
                {
                    kelt_govt_6
                }
            }
            kelt_govt_6 requires factions { gauls, }
            {
                capability
                {
                    ;bla
                }
                construction 12
                cost 4800
                settlement_min town
                upgrades
                {
                    kelt_govt_7
                }
            }
            kelt_govt_7 requires factions { gauls, }
            {
                capability
                {
                     ;bla
                }
                construction 12
                cost 4800
                settlement_min town
                upgrades
                {
                    kelt_govt_8
                    kelt_govt_9
                }
            }
            ; Keltoi Provincial Capital
            kelt_govt_8 requires factions { gauls, } and hidden_resource provincial_capital
            {
                capability
                {
                     ;bla
                }
                construction 6
                cost 4000
                settlement_min town
                upgrades
                {
                    kelt_govt_9
                }
            }
            ; Keltoi Capital - Council of Druids
            kelt_govt_9 requires factions { gauls, } and hidden_resource capital and hidden_resource italy and hidden_resource aor_gaul
            {
                capability
                {
                     ;bla
                }
                faction_capability
                {
                    ; moved to NCR
                }
                construction 16
                cost 6400
                settlement_min town
                upgrades
                {
                }
            }
        }
    }
    Here for some of the lower levels, I had to use "requires not HR indo_european". But if you use this is the first buildings, then you HAVE to use it in all levels that come after it or you will get the gap error. So I had to add an HR called "not_indo_european" to all region that don't have the original indo_european HR. So if you then use "requires HR not_indo_european", it is as if you use "requires not HR indo_european". (I learned this trick from Aradan)

    However, now it appears to be possible to use requirements in the upgrades section of a building, this trick is no longer needed. Because you can make all levels available to the eyes of EDB, without being able to build it, by using the not_used HR.

    A problem is that you can't use upgrade requirements for the first level in a tree. So if you want to use "requires not HR blabla" for the first level, you might still have to use this counter HR :)

    Quote Originally Posted by lim_lucky View Post
    Also the reason why I didn't use all was because the first building level did not use { all, } (missed out some factions), so I simply used those factions as it was logically sound and that I was afraid there would be errors if I added more factions below that might result it building gap error. In short, I would like to ask whether using { all, } is stable since the first building level did not include all the factions. I deliberately omitted certain factions because I did not even want them to build the first structure, because I did not want to use not conditions in the first building level to break the culture and cause description and graphics display to screw up.
    Ah ok... I thought you had listed every single faction... In this case I wouldn't know if you can use { all, }... But I have in such occasions done the same as you with simply listing the factions you want listed.

    RTR VII Developer

  13. #223

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by PatricianS View Post
    However, now it appears to be possible to use requirements in the upgrades section of a building, this trick is no longer needed. Because you can make all levels available to the eyes of EDB, without being able to build it, by using the not_used HR.

    A problem is that you can't use upgrade requirements for the first level in a tree. So if you want to use "requires not HR blabla" for the first level, you might still have to use this counter HR :)
    Thanks! I just thought of how I could apply this to my mod especially for the first level in a building tree as you had mentioned.

  14. #224
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: The Complete EDB Guide - discussion

    Glad to see research and testing still being done.

    In reference to the BCs (building conditionals) on capability lines, the problem is well known. In the case of recruitment capability lines it should not, of course, be used. I believe BCs are really only intended for the building itself. The CTDs with capabilities, recruitments and BCs are discussed somewhere - earlier in this thread I think.

    However, you can use "hidden buildings" to mask them when correctly set up. This is where you create a graphic that covers the whole scroll. You can see these buildings in every region of FATW for example.
    "One of the most sophisticated Total War mods ever developed..."

  15. #225

    Default Re: The Complete EDB Guide - discussion

    Using the code you want then the code "or hidden_resource not_used (orwhatever your non-existant resource is called) should fix the gap.

    So if you had a building for Gaul that you don't want them to build in Italy it would be like this (for the first level):

    building requires not hidden_resource italia and factions { gauls, } or factions { gauls, } and hidden_resource not_used

    this might also work:
    building requires factions { gauls, } and not hidden_resource italia or hidden_resource not_used

    Also, there is at least one (released) mod which uses the new method to actual effect: Diadochi: Total War. The new method allows a building to have three distinct requirements whereas only two would have been possible under conventional coding.

    Strangely though, the building doesn't show up in the building browser except for the first group.

    Expand your borders, a mod based on XGM 5.

  16. #226
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: The Complete EDB Guide - discussion

    You should not use "not" in the building requirements as it will block it from appearing in the building browser (and all subsequent levels).

    When I "branched" back in FATW I believe I set all the relevant levels to the same settlement-level so that the building browser presented something visually organized. I dislike it when mods have BBs messed up ;)

    I'm not sure of the dynamics when the upgrades lines are used. My feeling has always been that if it does not display correctly in the BB then there might be some problem down the road - and certainly it's not much use to the player.
    "One of the most sophisticated Total War mods ever developed..."

  17. #227

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by Dol Guldur View Post
    You should not use "not" in the building requirements as it will block it from appearing in the building browser (and all subsequent levels).

    When I "branched" back in FATW I believe I set all the relevant levels to the same settlement-level so that the building browser presented something visually organized. I dislike it when mods have BBs messed up ;)

    I'm not sure of the dynamics when the upgrades lines are used. My feeling has always been that if it does not display correctly in the BB then there might be some problem down the road - and certainly it's not much use to the player.
    I see, now that you mention it I think I remember reading that before. I though it only applied to building_present(_min_level) requirements, right?

    Well in their case (DTW's), there isn't really a way around it. They have culturally specific barracks, one for Roman, Greek, Eastern, and Barbarian each. Egypt and Thrace both have access to the Greek barracks, but also the Eastern and Barbarian barracks respectively. However, it is coded so that they cannot build each type in the same settlement. If you have suggestions as to a way around this they would be glad to have a fix.

    Expand your borders, a mod based on XGM 5.

  18. #228
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by CaesarVincens View Post
    I see, now that you mention it I think I remember reading that before. I though it only applied to building_present(_min_level) requirements, right?
    No, it refers to HRs too hence the use of such names as "not_here"
    "One of the most sophisticated Total War mods ever developed..."

  19. #229

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by Dol Guldur View Post
    No, it refers to HRs too hence the use of such names as "not_here"
    Strange, because I use "not HR x" and the building shows up. I'll post some screen shots when I can.

    Expand your borders, a mod based on XGM 5.

  20. #230

    Default Re: The Complete EDB Guide - discussion

    Ok, I did a quick bit of testing. I found that the format "building requires x and not hidden_resource y" would not show up in the building browser, but "building requires x and hidden_resource dummyHR or not hidden_resource y" would show up. Functionality appears to be the same for both formats. This did not work for building level requirements, but a dummy building might work in that case, in analogy to the dummy HR.

    Expand your borders, a mod based on XGM 5.

  21. #231

    Default Re: The Complete EDB Guide - discussion

    Could you explain what you mean by - "building requires x and not hidden_resource y" would not show up in the building browser, but "building requires x and hidden_resource dummyHR or not hidden_resource y" would show up. - I'm wondering what x is, is it a building / HR?

  22. #232
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: The Complete EDB Guide - discussion

    Update: HouseOfHam's EDB Validator tool has been added to the resource links of the tutorial.

    Direct Link: http://www.twcenter.net/forums/showthread.php?t=282662
    Last edited by Dol Guldur; 08-04-2009 at 09:11.
    "One of the most sophisticated Total War mods ever developed..."

  23. #233

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by PatricianS View Post
    Oh btw, you can make it look a bit more easy by simply using:
    upgrades
    {
    won1_god2 requires factions { all, } and hidden_resource not_here
    }
    Although this reply concerning the statement is a bit late, its better than nothing. I have found that the upgrade code provided by PatricianS above seems to work, even if the main building lines does not have all the factions, i.e. using the above example, the building line shown below will still function and no error is reported:
    won1_god2 requires factions { romans_ julii, } ;and other conditions

    The only problem is that the building may not appear on the building browser because the conditions may not suit the format as stated by CaesarVincens below:

    Quote Originally Posted by CaesarVincens View Post
    Ok, I did a quick bit of testing. I found that the format "building requires x and not hidden_resource y" would not show up in the building browser, but "building requires x and hidden_resource dummyHR or not hidden_resource y" would show up. Functionality appears to be the same for both formats. This did not work for building level requirements, but a dummy building might work in that case, in analogy to the dummy HR.
    Using a dummy building in the upgrades should provide similar benefits to the coding above (regarding culture break, building gap n stuff in my earlier post) AND will allow the 'building' to be present in the building browser.

    upgrades
    {
    ;GENUINE upgrade lines - it is better for hidden resources to be used here
    building_name requires factions { all, } and hidden_resource x and not hidden_resource y ;and blah blah
    ;to allow building browser to display buildings EVERYWHERE irregardless of eligibility I guess - I view this option as a better alternative than not having a building browser at all.
    building_name requires factions { all, } and building_present_min_level dummy dummy1 ;or building_present dummy depending on the building constraits, as dummy 1 can be any vacant and unreachable level in any building tree like the smiths, mines or roads or whatever.
    }
    ;Actual building line - it is advisable to use building_present/_min_level here to allow players to see requirements
    building_name requires factions { all, } and building_present_min_level market market

    Again, pertaining to upgrade coding to display buildings in the building browser,
    I am not sure whether a dummy hidden_resource works... i.e.
    upgrades
    {
    ;to prevent building gap error ...
    won1_god2 requires factions { all, } and hidden_resource not_here
    }

  24. #234

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by lim_lucky View Post
    Could you explain what you mean by - "building requires x and not hidden_resource y" would not show up in the building browser, but "building requires x and hidden_resource dummyHR or not hidden_resource y" would show up. - I'm wondering what x is, is it a building / HR?
    I think you figured this out, but by 'x' I meant any building. "dummyHR" just means a hidden resource that isn't used in descr_regions.

    Quote Originally Posted by lim_lucky View Post
    Although this reply concerning the statement is a bit late, its better than nothing. I have found that the upgrade code provided by PatricianS above seems to work, even if the main building lines does not have all the factions, i.e. using the above example, the building line shown below will still function and no error is reported:
    won1_god2 requires factions { romans_ julii, } ;and other conditions
    The only problem is that the building may not appear on the building browser because the conditions may not suit the format as stated by CaesarVincens below:



    Using a dummy building in the upgrades should provide similar benefits to the coding above (regarding culture break, building gap n stuff in my earlier post) AND will allow the 'building' to be present in the building browser.
    From my quick testing, a dummy building did not function in the same way as a dummy hidden resource, that is it did not cause the building to appear in the browser.

    upgrades
    {
    ;GENUINE upgrade lines - it is better for hidden resources to be used here
    building_name requires factions { all, } and hidden_resource x and not hidden_resource y ;and blah blah
    ;to allow building browser to display buildings EVERYWHERE irregardless of eligibility I guess - I view this option as a better alternative than not having a building browser at all.
    building_name requires factions { all, } and building_present_min_level dummy dummy1 ;or building_present dummy depending on the building constraits, as dummy 1 can be any vacant and unreachable level in any building tree like the smiths, mines or roads or whatever.
    }
    ;Actual building line - it is advisable to use building_present/_min_level here to allow players to see requirements
    building_name requires factions { all, } and building_present_min_level market market
    I haven't done any testing with using requirements in both the upgrade line and building line. My thought is that it might mess things up, otherwise if more generic requirements are used it might work. Let me know if you've tested it and anything is contrary to my thoughts. I like using a dummy building in another line so it shows up in the browser. I'll do some testing with that and see what I can get done.

    Again, pertaining to upgrade coding to display buildings in the building browser,
    I am not sure whether a dummy hidden_resource works... i.e.
    upgrades
    {
    ;to prevent building gap error ...
    won1_god2 requires factions { all, } and hidden_resource not_here
    }
    A dummy hidden resource would prevent the building from showing up unless there is an alternate requirement, even a negative one. However, it will maintain the illusion that any faction could build that level and prevent the gap error.

    It's amazing to think that RTW has been out for so long an this is still very new information!

    Expand your borders, a mod based on XGM 5.

  25. #235

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by CaesarVincens View Post
    I haven't done any testing with using requirements in both the upgrade line and building line. My thought is that it might mess things up, otherwise if more generic requirements are used it might work. Let me know if you've tested it and anything is contrary to my thoughts. I like using a dummy building in another line so it shows up in the browser. I'll do some testing with that and see what I can get done.
    It's amazing to think that RTW has been out for so long an this is still very new information!
    I just realized that I never tested the validity (regarding building logic/whether the building is actually buildable) of my code before posting the double requirements in both upgrade and building lines. This is mainly because I worked solely on the upgrade lines previously until I read your post regarding the building browser and then I realized a big disadvantage with it. So I just transferred all building_present requirements to the building_lines, leaving hidden_resource in upgrade lines, but I failed to test it logically although I only checked the building browser because I was "focusing" on it.

    Hence, I did a single, quick and simple test, =D. Not rigorous, but the result is reassuring so I will just "accept" that it works while I continue modding...

    ;...usual codes
    upgrades
    {
    building_name requires hidden_resource rome
    }
    }
    building_name requires factions { romans_julii, } and building_present_min_level core_building proconsuls_palace
    {
    ;...usual codes

    The building will only be buildable at places with hidden_resource rome, BUT the building will also be available in building browsers of all cities (regardless of availability of hidden_resource rome) although it cannot be built.

    Quote Originally Posted by CaesarVincens View Post
    A dummy hidden resource would prevent the building from showing up unless there is an alternate requirement, even a negative one. However, it will maintain the illusion that any faction could build that level and prevent the gap error.
    This seems to be some "exceptions" especially when factions { all, } is used throughout the building lines, I am not sure why. I have posted the roads as an example, and all the roads happen to appear on the browser except for highways2, which happens not to have factions { all, } attached to the upgrade or building lines.

    Spoiler Alert, click show to read: 
    Code:
    building hinterland_roads
    {
    levels roads paved_roads highways roads1 roads2 highways2
    {
    roads requires factions { all, }
    {
     capability
     {
     road_level 0
     }
     construction  1
     cost  1200
     settlement_min town
     upgrades
     {
    ; paved_roads requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, }
    ; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and hidden_resource sc or hidden_resource yu
    ; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and not hidden_resource sc and not hidden_resource yu
    ; roads1 requires factions { scythia, numidia, }
    ;to test
     paved_roads requires factions { romans_julii, } and hidden_resource rome
     paved_roads requires factions { all, } and hidden_resource not_here
     }
    }
    ;to try
    paved_roads requires factions { all, } and building_present_min_level core_building proconsuls_palace
    {
     capability
     {
     road_level 1
     }
     construction  3
     cost  2400
     settlement_min large_town
     upgrades
     {
    ;(11)civ
     highways requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
     roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
    ;(7)barb civ
     highways requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
     highways requires factions { germans, } and building_present_min_level agee agee3
     highways requires factions { romans_brutii, } and building_present_min_level agee agee4
     highways requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
     roads2 requires factions { britons, dacia, germans, gauls, romans_brutii, romans_scipii, spain, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
     highways requires factions { all, } and hidden_resource not_here
    ;(2)nomad
     roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace
     highways requires factions { all, } and hidden_resource not_here
     }
    }
    highways requires factions { all, }
    {
     capability
     {
     road_level 2
     }
     construction  4
     cost  4800
     settlement_min city
     upgrades
     {
     highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
     roads1 requires factions { all, } and hidden_resource not_here
     }
    }
    roads1 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
    {
     capability
     {
     road_level 1
     }
     construction  9
     cost  1200
     settlement_min city
     upgrades
     {
    ;(11)civ
     roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
    ;(7)barb civ
     roads2 requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
     roads2 requires factions { germans, } and building_present_min_level agee agee3
     roads2 requires factions { germans, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee3
     roads2 requires factions { romans_brutii, } and building_present_min_level agee agee4
     roads2 requires factions { romans_brutii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee4
     roads2 requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
     roads2 requires factions { gauls, romans_scipii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee6
    ;(2)nomad
     roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace and building_present_min_level market nomadforum and building_present_min_level health doctor
     roads2 requires factions { all, } and hidden_resource not_here
     }
    }
    roads2 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
    {
     capability
     {
     road_level 2
     }
     construction  12
     cost  2400
     settlement_min large_city
     upgrades
     {
     highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
     }
    }
    highways2 requires factions { romans_julii, } and building_present_min_level market forum and building_present_min_level academic ludus_magnus and building_present_min_level age age6
    {
     capability
     {
     road_level 3
     }
     construction  8
     cost  9600
     settlement_min huge_city
     upgrades
     {
     }
    }
    }
    plugins
    {
    }
    }


    I have some questions:
    1) Regarding road_level, I used road_level 3 and it "works" although there is no visible effects (i.e. road does not change) and there is no error reported - has anyone encountered an error or a use for road_level 3 before?
    2) There is also no bonus in trade or income whenever road is upgraded (i.e. road_level 1 to road_level 2, is that just my game acting wierd or its the norm?
    3) According to the guide:
    Trade_fleet, mine_resource, road_level, and the games, races and the four defensive effects carry no stand-alone "bonus" in the EDB file.
    what is the meaning of no stand-alone bonus? Does it mean that trade_fleet bonus 1 is a faulty or ineffective code?
    Last edited by lim_lucky; 08-08-2009 at 05:28.

  26. #236

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by lim_lucky View Post
    I just realized that I never tested the validity (regarding building logic/whether the building is actually buildable) of my code before posting the double requirements in both upgrade and building lines. This is mainly because I worked solely on the upgrade lines previously until I read your post regarding the building browser and then I realized a big disadvantage with it. So I just transferred all building_present requirements to the building_lines, leaving hidden_resource in upgrade lines, but I failed to test it logically although I only checked the building browser because I was "focusing" on it.

    Hence, I did a single, quick and simple test, =D. Not rigorous, but the result is reassuring so I will just "accept" that it works while I continue modding...
    I'll do some testing myself as well when I get a chance, but it is good that this works.

    ;...usual codes
    upgrades
    {
    building_name requires hidden_resource rome
    }
    }
    building_name requires factions { romans_julii, } and building_present_min_level core_building proconsuls_palace
    {
    ;...usual codes

    The building will only be buildable at places with hidden_resource rome, BUT the building will also be available in building browsers of all cities (regardless of availability of hidden_resource rome) although it cannot be built.

    This seems to be some "exceptions" especially when factions { all, } is used throughout the building lines, I am not sure why. I have posted the roads as an example, and all the roads happen to appear on the browser except for highways2, which happens not to have factions { all, } attached to the upgrade or building lines.

    Spoiler Alert, click show to read: 
    Code:
    building hinterland_roads
    {
    levels roads paved_roads highways roads1 roads2 highways2
    {
    roads requires factions { all, }
    {
     capability
     {
     road_level 0
     }
     construction  1
     cost  1200
     settlement_min town
     upgrades
     {
    ; paved_roads requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, }
    ; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and hidden_resource sc or hidden_resource yu
    ; roads1 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, armenia, pontus, britons, dacia, gauls, germans, romans_brutii, romans_scipii, spain, parthia, slave, } and not hidden_resource sc and not hidden_resource yu
    ; roads1 requires factions { scythia, numidia, }
    ;to test
     paved_roads requires factions { romans_julii, } and hidden_resource rome
     paved_roads requires factions { all, } and hidden_resource not_here
     }
    }
    ;to try
    paved_roads requires factions { all, } and building_present_min_level core_building proconsuls_palace
    {
     capability
     {
     road_level 1
     }
     construction  3
     cost  2400
     settlement_min large_town
     upgrades
     {
    ;(11)civ
     highways requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
     roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
    ;(7)barb civ
     highways requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
     highways requires factions { germans, } and building_present_min_level agee agee3
     highways requires factions { romans_brutii, } and building_present_min_level agee agee4
     highways requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
     roads2 requires factions { britons, dacia, germans, gauls, romans_brutii, romans_scipii, spain, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum
     highways requires factions { all, } and hidden_resource not_here
    ;(2)nomad
     roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace
     highways requires factions { all, } and hidden_resource not_here
     }
    }
    highways requires factions { all, }
    {
     capability
     {
     road_level 2
     }
     construction  4
     cost  4800
     settlement_min city
     upgrades
     {
     highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
     roads1 requires factions { all, } and hidden_resource not_here
     }
    }
    roads1 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
    {
     capability
     {
     road_level 1
     }
     construction  9
     cost  1200
     settlement_min city
     upgrades
     {
    ;(11)civ
     roads2 requires factions { romans_julii, carthage, egypt, epirus, greek_cities, macedon, seleucid, thrace, pontus, armenia, parthia, }
    ;(7)barb civ
     roads2 requires factions { britons, dacia, spain, } and building_present_min_level core_building imperial_palace
     roads2 requires factions { germans, } and building_present_min_level agee agee3
     roads2 requires factions { germans, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee3
     roads2 requires factions { romans_brutii, } and building_present_min_level agee agee4
     roads2 requires factions { romans_brutii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee4
     roads2 requires factions { gauls, romans_scipii, } and building_present_min_level agee agee6
     roads2 requires factions { gauls, romans_scipii, } and building_present_min_level core_building imperial_palace and building_present_min_level market forum and not building_present_min_level agee agee6
    ;(2)nomad
     roads2 requires factions { scythia, numidia, } and building_present_min_level core_building imperial_palace and building_present_min_level market nomadforum and building_present_min_level health doctor
     roads2 requires factions { all, } and hidden_resource not_here
     }
    }
    roads2 requires factions { all, } and resource copper or resource iron or resource lead or resource tin or resource gold or resource silver or resource amber or resource incense or resource wine or resource marble or resource grain or resource silk
    {
     capability
     {
     road_level 2
     }
     construction  12
     cost  2400
     settlement_min large_city
     upgrades
     {
     highways2 requires factions { romans_julii, } and not hidden_resource sc and not hidden_resource yu and not hidden_resource desert
     }
    }
    highways2 requires factions { romans_julii, } and building_present_min_level market forum and building_present_min_level academic ludus_magnus and building_present_min_level age age6
    {
     capability
     {
     road_level 3
     }
     construction  8
     cost  9600
     settlement_min huge_city
     upgrades
     {
     }
    }
    }
    plugins
    {
    }
    }
    Are you saying that the highways2 doesn't show up in the romans_julii browser? Try adding your dummy hidden resource first. Like so: highways2 requires factions { romans_julii, } and hidden_resource dummyHR or not hidden_resource sc and not hidden_resource yu and not hidden_resource desert. If I'm correct, that should show up.

    I have some questions:
    1) Regarding road_level, I used road_level 3 and it "works" although there is no visible effects (i.e. road does not change) and there is no error reported - has anyone encountered an error or a use for road_level 3 before?
    2) There is also no bonus in trade or income whenever road is upgraded (i.e. road_level 1 to road_level 2, is that just my game acting wierd or its the norm?
    3) According to the guide:
    Trade_fleet, mine_resource, road_level, and the games, races and the four defensive effects carry no stand-alone "bonus" in the EDB file.
    what is the meaning of no stand-alone bonus? Does it mean that trade_fleet bonus 1 is a faulty or ineffective code?
    1) If I remember rightly, road_levels above 2 should increase the trade bonus but do nothing else (I remember testing this after downloading a mod which used higher level roads).
    2) Increases in road level should increase trade, but you have to make sure you are checking it correctly. Open the city details scroll, queue up the building and there should be the predicted changes. Make sure that region has tradeable resources and all that.
    3) That just means you don't need to use the word bonus with those effects. Unlike say happiness_bonus.

    Expand your borders, a mod based on XGM 5.

  27. #237

    Default Re: The Complete EDB Guide - discussion

    I think I'm quite confused with the dummy building and dummy HR now... I missed out this reply from much earlier with regards to the dummy building.
    Quote Originally Posted by CaesarVincens View Post
    From my quick testing, a dummy building did not function in the same way as a dummy hidden resource, that is it did not cause the building to appear in the browser.
    I am not sure how you tested it, but I meant the dummy building to be used in the upgrade lines. So far I have quite a few building trees that can display the buildings in the browser based on using dummy buildings in upgrade lines. A simple example for my upgrade lines is show below:

    upgrades
    {
    ;ACTUAL upgrade lines using hidden_resources only
    building_name requires factions { all, } and hidden_resource x and not hidden_resource y
    ;Dummy building line to allow building trees to be displayed
    building_name requires factions { all, } and building_present_min_level dummy dummy1
    }

    Quote Originally Posted by CaesarVincens View Post
    Are you saying that the highways2 doesn't show up in the romans_julii browser? Try adding your dummy hidden resource first. Like so: highways2 requires factions { romans_julii, } and hidden_resource dummyHR or not hidden_resource sc and not hidden_resource yu and not hidden_resource desert. If I'm correct, that should show up.
    I used a dummy building to allow highways2 to show up on the browser. I was trying to show that there were some "exceptions" especially when factions { all, } is used throughout the building lines.
    Before I explain what I mean by exceptions, I have some questions for you regarding dummyHR used in upgrade lines. I understand that you have used the 'dummyHR or' function in main building lines to allow buildings to be be displayed in the browser, however, have you tested the dummyHR in the upgrade lines?
    The reason for this 'exception' that I stated is because I have a vague idea that dummyHR used in upgrade lines may not cause the buildings to be present in the browser. This is why I frequently use dummy buildings, but factions { all, } seem to disregard whether any dummy buildings was used and will show the building in the browser even when I used dummyHR.

    Quote Originally Posted by CaesarVincens View Post
    1) If I remember rightly, road_levels above 2 should increase the trade bonus but do nothing else (I remember testing this after downloading a mod which used higher level roads).
    2) Increases in road level should increase trade, but you have to make sure you are checking it correctly. Open the city details scroll, queue up the building and there should be the predicted changes. Make sure that region has tradeable resources and all that.
    3) That just means you don't need to use the word bonus with those effects. Unlike say happiness_bonus.
    I checked the city details scroll when I upgraded the roads (I do know that the scroll shows the positive or negative effects of a building in queue), and there are no increase in trade bonuses whether its road_level 0 to 1, or 1 to 2, or 2 to 3. That was one of the reason why I placed trade_base_income bonus some years back when I started editing my own mod. Perhaps my game is broken?
    Last edited by lim_lucky; 08-13-2009 at 17:36.

  28. #238

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by lim_lucky View Post
    I think I'm quite confused with the dummy building and dummy HR now... I missed out this reply from much earlier with regards to the dummy building.


    I am not sure how you tested it, but I meant the dummy building to be used in the upgrade lines. So far I have quite a few building trees that can display the buildings in the browser based on using dummy buildings in upgrade lines. A simple example for my upgrade lines is show below:

    upgrades
    {
    ;ACTUAL upgrade lines using hidden_resources only
    building_name requires factions { all, } and hidden_resource x and not hidden_resource y
    ;Dummy building line to allow building trees to be displayed
    building_name requires factions { all, } and building_present_min_level dummy dummy1
    }
    I meant using a dummy building as an alternate to a not condition. Like so: requires building_present dummy or not building_present real. That didn't work as I had hoped. Using a dummy building in a separate upgrade line of course should and does work as you have shown.

    I used a dummy building to allow highways2 to show up on the browser. I was trying to show up on the browser. I was trying to show that there were some "exceptions" especially when factions { all, } is used throughout the building lines.
    Before I explain what I mean by exceptions, I have some questions for you regarding dummyHR used in upgrade lines. I understand that you have used the 'dummyHR or' function in main building lines to allow buildings to be be displayed in the browser, however, have you tested the dummyHR in the upgrade lines?

    The reason for this 'exception' that I stated is because I have a vague idea that dummyHR used in upgrade lines may not cause the buildings to be present in the browser. This is why I frequently use dummy buildings, but factions { all, } seem to disregard whether any dummy buildings was used and will show the building in the browser even when I used dummyHR.
    I see now. Using a dummy building in the upgrade lines works because that shows up whereas a dummyHR shouldn't unless followed by an "or." The idea for a dummyHR is that it will prevent the gap error while giving proper conditions to the building. A dummy building used in upgrade lines is good for making the building show up for the desired factions regardless of other conditions. So, the end result is two sides of the same coin, both should stop the gap error, but one shows up while the other hides.

    I checked the city details scroll when I upgraded the roads (I do know that the scroll shows the positive or negative effects of a building in queue), and there are no increase in trade bonuses whether its road_level 0 to 1, or 1 to 2, or 2 to 3. That was one of the reason why I placed trade_base_income bonus some years back when I started editing my own mod. Perhaps my game is broken?
    That is strange. I know with certainty that road level affects trade income. I don't know why it's not working for you. Just to check, you do have 1.5, correct?


    One more thing, I don't know if I mentioned this before, but I have heard from another forumer, dvk, (I don't know whether he frequents these forums under that name or another) that for whatever reason, tabs are bugged in EDB. CA in their infinite wisdom decided to not put tabs into the acceptable coding for EDB and so using them can cause problem, whether non-working code, as SubRosa can attest to, to even crashes if there are enough tabs.

    Edit:
    I just found something new also. Dummy buildings aren't needed for building conditionals. I tried using the level I was building as a condition and it showed up in the building browser.

    Like this:
    Code:
    Building Example
             Building_x requires building_present_min_level Example Building_x
    Obviously that is an unfulfillable condition, but used as an upgrade line will cause the building to appear in the browser despite not conditions.
    Last edited by CaesarVincens; 08-18-2009 at 22:43. Reason: Discovery

    Expand your borders, a mod based on XGM 5.

  29. #239

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by CaesarVincens View Post
    That is strange. I know with certainty that road level affects trade income. I don't know why it's not working for you. Just to check, you do have 1.5, correct?
    I am using the Alexander engine, I believe I have upgraded it to 1.5 prior to that... I doubt it is an issue if the roads screw up for me (I can easily use trade bonuses to replace), just wanted to check whether it was the default case with everyone.

    Quote Originally Posted by CaesarVincens View Post
    I just found something new also. Dummy buildings aren't needed for building conditionals. I tried using the level I was building as a condition and it showed up in the building browser.

    Like this:
    Code:

    Building Example
    Building_x requires building_present_min_level Example Building_x

    Obviously that is an unfulfillable condition, but used as an upgrade line will cause the building to appear in the browser despite not conditions.
    Great! I like the idea of using this same building level as a dummy building.

    Quote Originally Posted by CaesarVincens View Post
    One more thing, I don't know if I mentioned this before, but I have heard from another forumer, dvk, (I don't know whether he frequents these forums under that name or another) that for whatever reason, tabs are bugged in EDB. CA in their infinite wisdom decided to not put tabs into the acceptable coding for EDB and so using them can cause problem, whether non-working code, as SubRosa can attest to, to even crashes if there are enough tabs.
    I have read something similar somewhere in the forum quite recently (~ 1 month), but I forgot to add to fav, so I dont know where the link is. The CTD is true, quite some time back, I did not know of such a problem so I tried replacing most of the spaces with tabs to allow a better view/'easier' coding for new buildings and the game CTD w/o error msg - I re-edited but continued using tabs though to replace equal amount of spaces.

    After I had read up on the tab issue, I started to replace tabs with spaces and the loading time seems to be slightly better than before, didn't specifically time though because my cpu takes a really really long game loading time probably 7 mins or more ( well at least not as long as the 20 mins load time when I used my external backup hard disk)
    Last edited by lim_lucky; 08-21-2009 at 05:25.

  30. #240

    Default Re: The Complete EDB Guide - discussion

    Quote Originally Posted by lim_lucky View Post
    I am using the Alexander engine, I believe I have upgraded it to 1.5 prior to that... I doubt it is an issue if the roads screw up for me (I can easily use trade bonuses to replace), just wanted to check whether it was the default case with everyone.
    I'll check it out on Alexander, perhaps it was changed.

    I have read something similar somewhere in the forum quite recently (~ 1 month), but I forgot to add to fav, so I dont know where the link is. The CTD is true, quite some time back, I did not know of such a problem so I tried replacing most of the spaces with tabs to allow a better view/'easier' coding for new buildings and the game CTD w/o error msg - I re-edited but continued using tabs though to replace equal amount of spaces.

    After I had read up on the tab issue, I started to replace tabs with spaces and the loading time seems to be slightly better than before, didn't specifically time though because my cpu takes a really really long game loading time probably 7 mins or more ( well at least not as long as the 20 mins load time when I used my external backup hard disk)
    Yeah, this one of those really strange quirks of RTW.

    Expand your borders, a mod based on XGM 5.

Page 8 of 9 FirstFirst ... 456789 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO