Unit availability in FATW is also tied to weapon-tech. See top of EDU:
Code:
; weapon tech type "simple" = core (mannish non-cultic factions) / common (mannish cultic factions), trade-naval
; weapon tech type "blade" = non-cultic (mannish cultic factions) / non-mannish (non-mannish factions) / levy / assimilation
; weapon tech type "archery" = war-naval
; weapon tech type "siege" = cultic (mannish cultic factions) / mannish (non-mannish factions) / orkish
; weapon tech type "other" = bodyguard (non-RG) / peasant / mercenary / hobbit / divider
...
; COMMENTS Guards of the Tower / Professional / Veteran / Dunedanic:Dunedanic
type mf citadel
dictionary 4a_mf_citadel
...
stat_pri 8, 6, no, 0, 0, melee, blade, piercing, spear, 50, 0.72
stat_pri_attr ap, light_spear, spear_bonus_4
stat_sec 0, 0, no, 0, 0, melee, blade, piercing, none, 25, 0.8
stat_sec_attr no
...
; COMMENTS Grond's Men / Professional / Elite / Other:Cultic
type mf grondsmen
dictionary 4a_mf_grondsmen
...
stat_pri 13, 12, no, 0, 0, melee, siege, blunt, axe, 50, 0.72
stat_pri_attr ap
stat_sec 0, 0, no, 0, 0, melee, siege, piercing, none, 25, 0.8
stat_sec_attr no
...
Cultic Temples, for example, give faction-wide bonuses to 'siege' and maluses to 'blade' (and Dunedanic cultural buildings vice versa), and the aggregate of those effects makes one kind of units available and blocks the other. In EDB:
Code:
temple_of_one_god_shrine requires factions { empire_east_rebels, sassanids, franks, celts, } ...
{
capability
{
...
}
faction_capability
{
weapon_bladed bonus -8 requires factions { empire_east_rebels, sassanids, franks, celts, }
weapon_siege bonus 8 requires factions { empire_east_rebels, sassanids, franks, celts, }
}
construction 4
cost 4000
settlement_min town
upgrades
{
temple_of_one_god_temple
}