as requirement to the non-Corsair-Stronghold buildings, because selecting Umbar city on the campaign map without this addition results in a CTD. Maybe because it already has a Corsair Stronghold at the beginning?
Code:
building cd_temple_of_healing ;HARAD DIVERSIFICATION
{
levels temple_of_healing_shrine temple_of_healing_temple temple_of_healing_large_temple harad_temple_network harad_temple_brotherhood harad_temple_mumak
{
temple_of_healing_shrine requires factions { eastern, } and building_present_min_level academic scriptorium ;CITY DEVELOPMENT
{
capability
{
;recruit "rhun settler" 0 requires factions { franks, } and not hidden_resource freefolk and not hidden_resource khand
;recruit "rhun vagrant" 0 requires factions { franks, } and hidden_resource khand
recruit "harad settler" 0 requires factions { sassanids, } and hidden_resource great_fert or factions { sassanids, } and hidden_resource mod_fert and hidden_resource desert_hru
;recruit "rk settler" 0 requires factions { empire_east, } and hidden_resource freefolk
happiness_bonus bonus 4 requires factions { sassanids, }
law_bonus bonus 4 requires factions { sassanids, }
}
construction 8
cost 6400
settlement_min large_city
upgrades
{
temple_of_healing_temple
temple_of_healing_large_temple
harad_temple_network
harad_temple_brotherhood
harad_temple_mumak
}
}
temple_of_healing_temple requires factions { eastern, } and building_present_min_level port_buildings dockyard ;CORSAIR STRONGHOLD
{
capability
{
;recruit "rhun settler" 0 requires factions { franks, } and not hidden_resource freefolk and not hidden_resource khand
;recruit "rhun vagrant" 0 requires factions { franks, } and hidden_resource khand
recruit "harad settler" 0 requires factions { sassanids, } and hidden_resource great_fert or factions { sassanids, } and hidden_resource mod_fert and hidden_resource desert_hru
;recruit "rk settler" 0 requires factions { empire_east, } and hidden_resource freefolk
trade_base_income_bonus bonus 2 requires factions { sassanids, }
recruit "harad corsair archer" 4 requires factions { sassanids, } and hidden_resource harad
recruit "harad corsair archer" 5 requires factions { sassanids, } and not hidden_resource freefolk and not hidden_resource harad
recruit "harad corsair archer" 6 requires factions { sassanids, } and hidden_resource freefolk and hidden_resource coastal
recruit "harad corsair" 4 requires factions { sassanids, } and hidden_resource harad
recruit "harad corsair" 5 requires factions { sassanids, } and not hidden_resource freefolk and not hidden_resource harad
recruit "harad corsair" 6 requires factions { sassanids, } and hidden_resource freefolk
recruit "harad flagship" 0 requires factions { sassanids, }
happiness_bonus bonus 4 requires factions { sassanids, }
law_bonus bonus 4 requires factions { sassanids, }
}
construction 4
cost 3200
settlement_min large_city
upgrades
{
}
}
temple_of_healing_large_temple requires factions { eastern, } and building_present_min_level caravans silk_rd and building_present_min_level equestrian_harad cavalry_barracks_harad and not resource lead and not hidden_resource uc ;IVORY TRADEMASTER
{
capability
{
;recruit "rhun settler" 0 requires factions { franks, } and not hidden_resource freefolk and not hidden_resource khand
;recruit "rhun vagrant" 0 requires factions { franks, } and hidden_resource khand
recruit "harad settler" 0 requires factions { sassanids, } and hidden_resource great_fert or factions { sassanids, } and hidden_resource mod_fert and hidden_resource desert_hru
;recruit "rk settler" 0 requires factions { empire_east, } and hidden_resource freefolk
happiness_bonus bonus 4 requires factions { sassanids, }
law_bonus bonus 4 requires factions { sassanids, }
trade_level_bonus 7 requires factions { sassanids, }
trade_base_income_bonus bonus 12 requires factions { sassanids, }
recruit "harad harnenhorse" 4 requires factions { sassanids, }
}
construction 4
cost 3200
settlement_min large_city
upgrades
{
}
}
harad_temple_network requires factions { eastern, } and building_present_min_level despotic_law secret_police_hq and not resource lead and not hidden_resource uc ;HIGH INQUISITOR'S NETWORK
{
capability
{
;recruit "rhun settler" 0 requires factions { franks, } and not hidden_resource freefolk and not hidden_resource khand
;recruit "rhun vagrant" 0 requires factions { franks, } and hidden_resource khand
recruit "harad settler" 0 requires factions { sassanids, } and hidden_resource great_fert or factions { sassanids, } and hidden_resource mod_fert and hidden_resource desert_hru
;recruit "rk settler" 0 requires factions { empire_east, } and hidden_resource freefolk
happiness_bonus bonus 4 requires factions { sassanids, }
law_bonus bonus 6 requires factions { sassanids, }
agent spy 4 requires factions { sassanids, }
recruit "harad scarletshield" 5 requires factions { sassanids, } and hidden_resource harad
recruit "harad scarletshield" 4 requires factions { sassanids, } and not hidden_resource harad
}
construction 4
cost 3200
settlement_min large_city
upgrades
{
}
}
harad_temple_brotherhood requires factions { eastern, } and not resource lead and not hidden_resource uc ;BROTHERHOOD OF ASSASSINS
{
capability
{
;recruit "rhun settler" 0 requires factions { franks, } and not hidden_resource freefolk and not hidden_resource khand
;recruit "rhun vagrant" 0 requires factions { franks, } and hidden_resource khand
recruit "harad settler" 0 requires factions { sassanids, } and hidden_resource great_fert or factions { sassanids, } and hidden_resource mod_fert and hidden_resource desert_hru
;recruit "rk settler" 0 requires factions { empire_east, } and hidden_resource freefolk
happiness_bonus bonus 4 requires factions { sassanids, }
law_bonus bonus 4 requires factions { sassanids, }
;AGENTS
agent assassin 4 requires factions { sassanids, }
}
construction 4
cost 3200
settlement_min large_city
upgrades
{
}
}
harad_temple_mumak requires factions { eastern, } and resource lead and not hidden_resource uc ;MUMAKIL TRAINING GROUND
{
capability
{
;recruit "rhun settler" 0 requires factions { franks, } and not hidden_resource freefolk and not hidden_resource khand
recruit "harad settler" 0 requires factions { sassanids, } and hidden_resource great_fert or factions { sassanids, } and hidden_resource mod_fert and hidden_resource desert_hru
recruit "harad mumak" 3 requires factions { sassanids, }
happiness_bonus bonus 4 requires factions { sassanids, }
law_bonus bonus 4 requires factions { sassanids, }
}
construction 4
cost 3200
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
as requirement (so all 4 provinces with lead/"Ivory" would definitively only build Mumakil-bldgs, and not just the two inland ones which is the case atm), but that resulted in this message always popping up after exiting RTW:
I assume because Umbar city has a Corsair Stronghold preconstructed at the beginning. I'd like to make all 4 lead/"Ivory" provinces only being able to construct the Mumakil-bldgs if possible, but I don't know how to do so!?