Ok, now looking a bit closer, it really is different.
first there's not only "castle", but also "city, and second there also is some "byzantium" faction (no clue wich one that could be)
hm, for me it would be more or less guessing what to edit on it now, but i tried replacing:
Code:
building saus_lodge{
levels saus_lodge_er saus_er_forge_castle saus_lodge_dd saus_lodge_dc
{
saus_lodge_er city requires factions { slave, turks, } and hidden_resource hr_none
{
capability
{
recruit_pool "saus_er_Elven_Rangers" 0 0.111 0.999 0 requires factions { turks, byzantium, }
recruit_pool "saus_er_Elven_Rangers_AP" 0 0.111 0.999 0 requires factions { turks, byzantium, }
}
material wooden
construction 1
cost 0
settlement_min village
upgrades
{
saus_er_forge_castle
}
}
saus_er_forge_castle city requires factions { slave, turks, } and event_counter saus_er_forge_available 1 and building_present_min_level hinterland_info_building3 info_Weather-Hills and building_present_min_level saus_lodge saus_lodge_er and building_present_min_level c_missiles c_bowyer
{
capability
{
recruit_pool "saus_er_Elven_Rangers" 0 0.111 0.999 0 requires factions { turks, byzantium, }
recruit_pool "saus_er_Elven_Rangers_AP" 0 0.111 0.999 0 requires factions { turks, byzantium, }
}
material wooden
construction 3
cost 1200
settlement_min village
upgrades
{
saus_lodge_dd
}
}
saus_lodge_dd castle requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "saus_dd_Dale_Dwarves" 0 0.111 0.999 0 requires factions { scotland, }
trade_base_income_bonus bonus 1 requires factions { scotland, }
}
material wooden
construction 1
cost 0
settlement_min village
upgrades
{
saus_lodge_dc
}
}
saus_lodge_dc castle requires factions { slave, } and hidden_resource hr_none
{
capability
{
recruit_pool "saus_dc_Dwarven_Cavalry" 0 0.111 0.999 0 requires factions { moors, }
}
material wooden
construction 1
cost 0
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
with
Code:
building saus_lodge{
levels saus_lodge_er saus_er_forge_castle saus_lodge_dd saus_lodge_dc
{
saus_lodge_er requires factions { turks, slave, moors, scotland, }
{
capability
{
recruit_pool "saus_er_Elven_Rangers" 0 0.111 0.999 0 requires factions { turks, byzantium, }
recruit_pool "saus_er_Elven_Rangers_AP" 0 0.111 0.999 0 requires factions { turks, byzantium, }
}
material wooden
construction 1
cost 0
settlement_min village
upgrades
{
saus_er_forge_castle
saus_lodge_dd
saus_lodge_dc
}
}
saus_er_forge_castle requires factions { turks, slave, } and event_counter saus_er_forge_available 1 and building_present_min_level hinterland_info_building3 info_Weather-Hills and building_present_min_level saus_lodge saus_lodge_er and building_present_min_level c_missiles c_bowyer
{
capability
{
recruit_pool "saus_er_Elven_Rangers" 0 0.111 0.999 0 requires factions { turks, byzantium, }
recruit_pool "saus_er_Elven_Rangers_AP" 0 0.111 0.999 0 requires factions { turks, byzantium, }
}
material wooden
construction 3
cost 1200
settlement_min village
upgrades
{
}
}
saus_lodge_dd requires factions { slave, moors, scotland, }
{
capability
{
recruit_pool "saus_dd_Dale_Dwarves" 0 0.111 0.999 0 requires factions { scotland, }
trade_base_income_bonus bonus 1 requires factions { scotland, }
}
material wooden
construction 1
cost 0
settlement_min village
upgrades
{
}
}
saus_lodge_dc requires factions { slave, moors, }
{
capability
{
recruit_pool "saus_dc_Dwarven_Cavalry" 0 0.111 0.999 0 requires factions { moors, }
}
material wooden
construction 1
cost 0
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
Just if anybody else encounters this problem:
what i did works fine, at least for dwarves (but since i could "upgrade" to other buildings, it should work for others as well), building + upgrading takes 2 turns and doesn't cost gold. just watch out to build the right thing^^
Also the messages stopped.
So i would call it a success, and thanks for the help