Originally Posted by
bitterhowl
Freaking awesome! Thanks for share!
Could you post a working example of the whole working building tree?
Here's the core building section of cities from my submod. Works perfectly fine.
Code:
;############################################################
;###################### CORE BUILDINGS ######################
;############################################################
building core_building
{
; convert_to core_castle_building
levels wooden_pallisade wooden_wall stone_wall dwarf_stone_wall large_stone_wall dwarf_large_stone_wall huge_stone_wall
{
wooden_pallisade city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, } and hidden_resource custom_settlement
{
capability
{
wall_level 0
tower_level 1
free_upkeep bonus 1
free_upkeep bonus 3 requires event_counter is_the_ai 1
recruitment_slots 2
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1
law_bonus bonus 8 requires event_counter is_the_ai 1
;income_bonus bonus 100 requires event_counter is_the_ai 1
construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
taxable_income_bonus 50 requires event_counter is_the_ai 1 ;used only for correct display of construction bonus
trade_base_income_bonus bonus 4 requires event_counter is_the_ai 1
}
material wooden
construction 3
cost 1000
settlement_min village
upgrades
{
wooden_wall
}
}
wooden_wall city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, } and hidden_resource custom_settlement
{
capability
{
wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 2
free_upkeep bonus 3 requires event_counter is_the_ai 1
recruitment_slots 2
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1
law_bonus bonus 8 requires event_counter is_the_ai 1
;income_bonus bonus 200 requires event_counter is_the_ai 1
construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
taxable_income_bonus 50 requires event_counter is_the_ai 1 ;used only for correct display of construction bonus
trade_base_income_bonus bonus 5 requires event_counter is_the_ai 1
}
material wooden
construction 5
cost 1800
settlement_min town
upgrades
{
stone_wall
dwarf_stone_wall
}
}
stone_wall city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, } and hidden_resource custom_settlement
{
capability
{
wall_level 2
tower_level 1
gate_strength 1
; gate_defences 2
free_upkeep bonus 3
free_upkeep bonus 3 requires event_counter is_the_ai 1
recruitment_slots 2
recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1
law_bonus bonus 8 requires event_counter is_the_ai 1
;income_bonus bonus 300 requires event_counter is_the_ai 1
construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
taxable_income_bonus 50 requires event_counter is_the_ai 1 ;used only for correct display of construction bonus
trade_base_income_bonus bonus 6 requires event_counter is_the_ai 1
}
material stone
construction 7
cost 5200
settlement_min large_town
upgrades
{
large_stone_wall
}
}
dwarf_stone_wall city requires factions { southern_european, } and hidden_resource custom_settlement
{
capability
{
wall_level 2
tower_level 3
gate_strength 1
; gate_defences 2
free_upkeep bonus 3
free_upkeep bonus 3 requires event_counter is_the_ai 1
recruitment_slots 2
recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1
law_bonus bonus 8 requires event_counter is_the_ai 1
;income_bonus bonus 300 requires event_counter is_the_ai 1
construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
taxable_income_bonus 50 requires event_counter is_the_ai 1 ;used only for correct display of construction bonus
trade_base_income_bonus bonus 6 requires event_counter is_the_ai 1
}
material stone
construction 7
cost 5200
settlement_min large_town
upgrades
{
dwarf_large_stone_wall
}
}
large_stone_wall city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, } and hidden_resource big_city and hidden_resource custom_settlement
{
capability
{
wall_level 3
tower_level 1
gate_strength 2
free_upkeep bonus 4
free_upkeep bonus 3 requires event_counter is_the_ai 1
recruitment_slots 2
recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1
law_bonus bonus 9 requires event_counter is_the_ai 1
;income_bonus bonus 400 requires event_counter is_the_ai 1
construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
taxable_income_bonus 50 requires event_counter is_the_ai 1 ;used only for correct display of construction bonus
trade_base_income_bonus bonus 7 requires event_counter is_the_ai 1
}
material stone
construction 8
cost 7800
settlement_min city
upgrades
{
huge_stone_wall requires factions { sicily, } and hidden_resource osgiliath_west
huge_stone_wall requires factions { turks, byzantium, } and hidden_resource fornost
huge_stone_wall requires factions { egypt, } and hidden_resource eregion
}
}
dwarf_large_stone_wall city requires factions { southern_european, } and hidden_resource big_city and hidden_resource custom_settlement
{
capability
{
wall_level 3
tower_level 3
gate_strength 1
free_upkeep bonus 4
free_upkeep bonus 3 requires event_counter is_the_ai 1
recruitment_slots 2
recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1
law_bonus bonus 9 requires event_counter is_the_ai 1
;income_bonus bonus 400 requires event_counter is_the_ai 1
construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
taxable_income_bonus 50 requires event_counter is_the_ai 1 ;used only for correct display of construction bonus
trade_base_income_bonus bonus 7 requires event_counter is_the_ai 1
}
material stone
construction 8
cost 7800
settlement_min city
upgrades
{
}
}
huge_stone_wall city requires factions { gondor, northern_european, mesoamerican, middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
wall_level 4
tower_level 1
gate_strength 2
free_upkeep bonus 4
free_upkeep bonus 3 requires event_counter is_the_ai 1
recruitment_slots 2
recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1
law_bonus bonus 10 requires event_counter is_the_ai 1
;income_bonus bonus 500 requires event_counter is_the_ai 1
construction_cost_bonus_stone bonus 50 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 50 requires event_counter is_the_ai 1
taxable_income_bonus 50 requires event_counter is_the_ai 1 ;used only for correct display of construction bonus
trade_base_income_bonus bonus 7 requires event_counter is_the_ai 1
}
material stone
construction 10
cost 12000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}