Code:
building quartiereturco{
levels quartiereturco1 quartiereturco2 quartiereturco3 quartiereturco4
{
quartiereturco1 requires factions { northern_european, mesoamerican, eastern_european, greek, southern_european, moors, egypt, zenghids, timurids, nativeindian, } and hidden_resource horde_target and hidden_resource genovesi
{
capability
{
trade_base_income_bonus bonus 1
trade_fleet 1
religion_level bonus -1 requires factions { northern_european, mesoamerican, southern_european, eastern_european, greek, }
law_bonus bonus -1 requires factions { moors, egypt, zenghids, timurids, nativeindian, }
}
material wooden
construction 1
cost 2000
settlement_min large_town
upgrades
{
quartiereturco2
}
}
quartiereturco2 requires factions { northern_european, mesoamerican, eastern_european, greek, southern_european, moors, egypt, zenghids, timurids, nativeindian, } and hidden_resource horde_target and hidden_resource genovesi and not building_present_min_level quartierearabo quartierearabo2
{
capability
{
trade_base_income_bonus bonus 2
trade_fleet 2
religion_level bonus -2 requires factions { northern_european, mesoamerican, southern_european, eastern_european, greek, }
law_bonus bonus -2 requires factions { moors, egypt, zenghids, timurids, nativeindian, }
recruit_pool "turkoman infranty" 1 0.25 1 0 requires factions { moors, egypt, zenghids, timurids, nativeindian, }
}
material wooden
construction 2
cost 4000
settlement_min city
upgrades
{
quartiereturco3
}
}
quartiereturco3 requires factions { northern_european, mesoamerican, eastern_european, greek, southern_european, moors, egypt, zenghids, timurids, nativeindian, } and hidden_resource horde_target and hidden_resource genovesi and not building_present_min_level quartierearabo quartierearabo2
{
capability
{
trade_base_income_bonus bonus 3
trade_fleet 3
population_growth_bonus bonus 1
religion_level bonus -3 requires factions { northern_european, mesoamerican, southern_european, eastern_european, greek, }
law_bonus bonus -3 requires factions { moors, egypt, zenghids, timurids, nativeindian, }
recruit_pool "turkoman infranty" 1 0.25 1 0 requires factions { moors, egypt, zenghids, timurids, nativeindian, }
recruit_pool "turkoman foot archer" 1 0.25 1 0 requires factions { moors, egypt, zenghids, timurids, nativeindian, }
}
material wooden
construction 3
cost 8000
settlement_min large_city
upgrades
{
quartiereturco4
}
}
quartiereturco4 requires factions { northern_european, mesoamerican, eastern_european, greek, southern_european, moors, egypt, zenghids, timurids, nativeindian, } and hidden_resource horde_target and hidden_resource genovesi and not building_present_min_level quartierearabo quartierearabo2
{
capability
{
trade_base_income_bonus bonus 4
trade_fleet 4
population_growth_bonus bonus 2
religion_level bonus -4 requires factions { northern_european, mesoamerican, southern_european, eastern_european, greek, }
law_bonus bonus -4 requires factions { moors, egypt, zenghids, timurids, nativeindian, }
recruit_pool "turkoman infranty" 1 0.5 1 0 requires factions { moors, egypt, zenghids, timurids, nativeindian, }
recruit_pool "turkoman foot archer" 1 0.25 1 0 requires factions { moors, egypt, zenghids, timurids, nativeindian, }
}
material wooden
construction 4
cost 16000
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
How is this even possible? Even if it was possible for the engine to read negative values of religion_bonus, how is it possible for it to know which religion to increase when it's decreasing your faction's religion?