Will test it.
Edited EDB:
core_building feudal_village (min: village) -> town_rights (min: village)
core_castle_building -> city rights (min: town)
town_rights can convert to city_rights
All tested, working as buildings
Still the castle set and walls set in, as normal buildings converting to a (x)_c version when converted to a city(castle)
Every settlement got a feudal_village
Edited descr_strat to EDB changes
Edited descr_settlement mechanics to
Code:
<population_levels>
<!-- city -->
<level name="village" base="400" upgrade="600" min="400" max="1200"/>
<level name="town" base="600" upgrade="1500" min="400" max="3000"/>
<level name="large_town" base="1500" upgrade="5000" min="400" max="9000"/>
<!-- castle -->
<level name="city" base="5000" upgrade="12000" min="400" max="20000"/>
<level name="large_city" base="12000" upgrade="30000" min="400" max="40000"/>
<level name="huge_city" base="30000" min="400" max="72000"/>
</population_levels>
Edited in both main folder and mod folder
Effect:
No CTD or CTM
Message in huge_city: argh argh no starforts in the game -> model city
so huge_city and castle dont go together.
In towns there is only one level: village.
In cities (castles) the default set is used.
Conclusions:
It seems the engine uses the core buildings minimum requirements as the determinant of settlement level, when core buildings can be build when the next level in de descr_settlement_mechanics is used to determine the next tier. It seems the levels must include all levels from village, because the castle list reverts to default settings.
This gives new possibilities in keeping population within limits. You can change to core building minimum requirement in combination with the descr_settlement_mechanics and the maximum of the population in that settlement is the max of the limit you set. Although I haven't found a way yet to edit the names of the settlement levels (village/town/large_town/city/large_city/huge_city) it is obvious that not all levels need to be used. Edit your core building and base all on the required core building in combination with the settlement levels you use, and you can have both the play and the realistic sizes.
EDIT2:
<settlement level village> with feudal_village
minimum requirements for town_rights = village
-> building town rights possible and settlement level town afterwards
<settlement level village> with feudal_village
minimum requirements for town_rights = town
-> building town rights impossible
What does it determine then? Is it perhaps scripted given like guilds? But guilds cannot be build without a message, while walls can be build all turns after a message has been seen. But when I use the normal EDB I can upgrade all the settlements from the start if they have the population to upgrade