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  1. #1

    Icon5 changing recruitment requirements?

    Is it possible to make it so that units recruitable from a building, eg. the city barracks, require another building to become available?

    This sort of thing has been used in vanilla with gunpowder units requiring an event, and in the Britannia campaign units require a certain culture level.

    If possible I would like it to be a global effect, so that if the certain building required is built anywhere, then those units would be recruitable.

  2. #2
    Augustus Lucifer's Avatar Life = Like a beanstalk
    Patrician Citizen

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    Default Re: changing recruitment requirements?

    The "building_present_min_level" condition doesn't work on the capabilities lines, only on the main building line, which is a shame or this would be a lot easier to do. The only other way is to create a script which checks for the building in the settlement and temporarily sets an event counter which is then monitored by the EDB. This is a fair solution for the occasional circumstance but I wouldn't recommend doing it en masse, as it's fairly clumsy.

  3. #3
    EarendilElenthol's Avatar Artifex
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    Default Re: changing recruitment requirements?

    no idea about globally, but inside a faction it can be done with a faction capability if I'm not mistaken.

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