Code:
building hinterland_farms
{
convert_to hinterland_farms
levels farms farms+1 farms+2 farms+3
{
farms requires factions { sicily, byzantium, milan, scotland, ireland, norway, normans, timurids, turks, middle_eastern, england, hre, portugal, greek, moors, saxons, }
{
convert_to 0
capability
{
farming_level 1
; population_growth_bonus bonus 1 requires event_counter is_the_ai 1
law_bonus bonus 6 requires event_counter is_the_ai 1
}
material wooden
construction 2
cost 800
settlement_min village
upgrades
{
farms+1
}
}
farms+1 requires factions { sicily, byzantium, milan, scotland, ireland, norway, normans, timurids, turks, middle_eastern, england, hre, portugal, greek, moors, saxons, }
{
convert_to 1
capability
{
farming_level 2
; population_growth_bonus bonus 1 requires event_counter is_the_ai 1
law_bonus bonus 6 requires event_counter is_the_ai 1
}
material wooden
construction 3
cost 1600
settlement_min town
upgrades
{
farms+2
}
}
farms+2 requires factions { sicily, byzantium, milan, scotland, ireland, norway, normans, timurids, turks, middle_eastern, england, hre, portugal, greek, moors, saxons, }
{
convert_to 2
capability
{
farming_level 3
; population_growth_bonus bonus 1 requires event_counter is_the_ai 1
law_bonus bonus 6 requires event_counter is_the_ai 1
}
material wooden
construction 4
cost 2800
settlement_min large_town
upgrades
{
farms+3
}
}
farms+3 requires factions { sicily, byzantium, milan, scotland, ireland, norway, normans, timurids, turks, middle_eastern, england, hre, portugal, greek, moors, saxons, }
{
convert_to 3
capability
{
farming_level 4
; population_growth_bonus bonus 1 requires event_counter is_the_ai 1
law_bonus bonus 6 requires event_counter is_the_ai 1
}
material wooden
construction 6
cost 4500
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}