About the mine issue mentionned by JoC above, I can't find the reason why. See the code below:
Code:
building mines
{
convert_to castle_mines
levels mines mines+1
{
mines city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter is_the_player 1 and resource silver or resource gold or resource iron or resource marble and building_present_min_level logging_camp logging_camp
{
convert_to 0
capability
{
mine_resource 5 requires not event_counter is_the_ai 3 and not event_counter is_the_ai 4
mine_resource 6 requires event_counter is_the_ai 3 and not event_counter is_the_ai 4
mine_resource 7 requires event_counter is_the_ai 4
population_health_bonus bonus -2
}
material wooden
construction 7
cost 3250
settlement_min large_town
upgrades
{
mines+1
}
}
mines+1 city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter is_the_player 1 and resource silver or resource gold or resource iron or resource marble and building_present_min_level logging_camp carpenter
{
convert_to 1
capability
{
mine_resource 8 requires not event_counter is_the_ai 3 and not event_counter is_the_ai 4
mine_resource 9 requires event_counter is_the_ai 3 and not event_counter is_the_ai 4
mine_resource 10 requires event_counter is_the_ai 4
population_health_bonus bonus -4
}
material wooden
construction 9
cost 5200
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
I've also checked the logging camp:
Code:
building logging_camp ;tech
{
convert_to logging_camp
levels logging_camp carpenter
{
logging_camp requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
construction_cost_bonus_wooden bonus 5 requires not event_counter is_the_ai 3
construction_cost_bonus_wooden bonus 10 requires event_counter is_the_ai 3 and not event_counter is_the_ai 4
construction_cost_bonus_wooden bonus 15 requires event_counter is_the_ai 4
population_loyalty_bonus bonus 1
trade_base_income_bonus bonus 1 requires factions { cumans, lithuania, }
}
material wooden
construction 3
cost 850
settlement_min town
upgrades
{
carpenter
}
}
carpenter requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
construction_cost_bonus_wooden bonus 10 requires not event_counter is_the_ai 3
construction_cost_bonus_wooden bonus 15 requires event_counter is_the_ai 3 and not event_counter is_the_ai 4
construction_cost_bonus_wooden bonus 20 requires event_counter is_the_ai 4
population_loyalty_bonus bonus 2
trade_base_income_bonus bonus 2 requires factions { cumans, lithuania, }
}
material wooden
construction 3
cost 3000
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
I still can't understand why the building lvl2 is diseappearing from the building queue. Can it be due to the mix of the "or" and "and" conditions?
Note: we're using 2tpy