Code:
building urban_equestrian
{
levels racing_track sultans_racing_track
{
racing_track city requires factions { middle_eastern, } and building_present_min_level market fairground and event_counter stock_constru 1
{
capability
{
recruit_pool "Arab Cavalry" 1 0.5 4 0 requires factions { moors, egypt, } and event_counter stock_recruit 1
recruit_pool "Turkomans" 1 0.5 4 0 requires factions { turks, timurids, } and event_counter stock_recruit 1
recruit_pool "Mongol Light Lancers" 1 0.5 4 0 requires factions { mongols, } and event_counter stock_recruit 1
happiness_bonus bonus 1
stage_races 1
}
material wooden
construction 4
cost 1200
settlement_min city
upgrades
{
sultans_racing_track
}
}
i just want to show how i did it in my version of the script, because i believe that you are going to have to write a ton of lines for each resource, or again i am not going to interfere with your idea, i have no idea yet of how to play your mod, all is very new, but yes, the expanding part has to be quick because i ran out of resource really quick.
Code:
monitor_event ButtonPressed ButtonPressed recruitment_button
if I_CompareCounter timberstockFood_available = 0
set_event_counter stock_recruit 0
end_if
if I_CompareCounter ironstockFood_available = 0
set_event_counter stock_recruit 0
end_if
if I_CompareCounter grainstockFood_available = 0
set_event_counter stock_recruit 0
end_if
if I_CompareCounter alestockFood_available = 0
set_event_counter stock_recruit 0
end_if
if I_CompareCounter cattlestockFood_available = 0
set_event_counter stock_recruit 0
end_if
if I_CompareCounter fishstockFood_available = 0
set_event_counter stock_recruit 0
end_if
if I_CompareCounter textilesstockFood_available = 0
set_event_counter stock_recruit 0
end_if
if I_CompareCounter timberstockFood_available = 1
and I_CompareCounter ironstockFood_available = 1
and I_CompareCounter grainstockFood_available = 1
and I_CompareCounter alestockFood_available = 1
and I_CompareCounter cattlestockFood_available = 1
and I_CompareCounter fishstockFood_available = 1
and I_CompareCounter textilesstockFood_available = 1
set_event_counter stock_recruit 1
end_if
end_monitor
of course there is another event for construction and all the respective counter had been declared, i just think that by having hidden resources only to recruit specific units and not resources to recruit them will maybe make it more hard for the player or not, i don´t know but by expending resource in building and recruiting allows the player to let certain buildings collect those resources instead, the old vll T&S idea was to have hidden resources as big bonuses such as gold and silver called Key resources, and by holding those territories were key too build and arm yourself , and also letting the AI eliminate this bonuses from you by only having any character type( raiders) near those resources (x, Y) so you have to send somebody to eliminate those raiders from the region.
but again i am not going to put more ideas since i dont have enough time to do it my self or the complete knowledge in scripting to argue with you. so that was just my opinion. i wil let you know if find something in the game.