If this is still the stumbling block...

Originally Posted by
Adjudant-Major
Edit 5... not good

I did not find any way to prevent "sicily" from the possibility to upgrade these settlements, which always results in rebuilt Osgiliath strat model. The event_counter that would make the final core building require a specific faction cannot be combined in the export_descr_buildings with other event_counters or hidden_resources... of I did not find out how.
...and the problem is the mixture of AND and OR in the EDB conditions (a common problem) then how about this...
Add a new building tree:
Code:
building special_build
{
levels special_build_base special_build_fornost special_build_osgw
{
special_build_base requires factions { turks, sicily, } and hidden resource hr_none
{
capability
{
}
material wooden
construction 1
cost 0
settlement_min village
upgrades
{
special_build_fornost
special_build_osgw
}
}
special_build_fornost requires factions { turks, } and hidden resource fornost
{
capability
{
}
material wooden
construction 1
cost 0
settlement_min village
upgrades
{
}
}
special_build_osgw requires factions { sicily, } and hidden resource osgiliath_west
{
capability
{
}
material wooden
construction 1
cost 0
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
For the citadel make the condition:
Code:
citadel castle requires factions { sicily, turks, } and building_present_min_level special_build special_build_fornost
The idea being that the citadel is only available in a settlement that has a special_build building (beyond the "base" one) but each one of those buildings is only buildable in certain regions and for certain factions.
The base one is not buildable but script could auto-build it when the appropriate wall level is reached. e.g. ...
Code:
monitor_event BuildingCompleted SettlementName Arthedain ;(fornost)
and SettlementBuildingFinished fortress
console_command create_building Arthedain special_build_base
terminate_monitor
end_monitor
The player can then upgrade this "base" building to the "fornost" one. After that the citadel upgrade should now be available.
That's the idea anyway. Some details would need ironing out, such as the "gap" error in the log (which is harmless) and what to do with the special building after the citadel is built. Plus Osg.W is not a castle but it should still work for huge_city conditions.