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.