Well , because counters aren't remembered when you exit the game in RTW , you need another way to find out how if script works .. there are some ways : traits/ancillaries (although the character that holds them can die , so the script wil refire) , indestroyable buildings (best way) , .. For instance , if you added this is your script :
Code:
script
monitor_event FactionTurnStart FactionIsLocal
and not FactionwideAncillaryExists <new_ancillary>
console_command add_money romans_julii 5000
console_command give_ancillary <Character> <new_ancillary>
end_monitor
end_script
So , when a character gets this ancillary , the script can't fire , cause the conditions require that the ancillary doesn't exist . unfortuantely , you made a mod for BI , and not Alex (cause in Alex , you can hide a character , make him immortal , and give him the ancillary , so he can't die)
But , you made it for BI , so you'll need to work with buildings .. principle is the same
Check the docudemons for info .
You should use this :
Code:
console_command create_building
Docudemon info :
Code:
Usage: create_building <settlement_name> <building_level_id> : creates a building of the specified type in a settlement; for building level id's see export_descr_building.txt
And this condition :
Code:
Identifier: SettlementBuildingExists
Trigger requirements: settlement
Parameters: building description, logic token, test level
Sample use: SettlementBuildingExists = governors_house
better sample use :
Code:
monitor_event SettlementTurnStart SettlementName Patavium
and not SettlementBuildingExists <new_building>
-commands-
end_monitor
Cheers