Code:
building barding_taxation
{
levels barding_taxation noble_administration guild_administration
{
barding_taxation requires factions { scotland, }
{
capability
{
recruitment_slots 1 requires factions { scotland, }
}
material wooden
construction 4
cost 3250
settlement_min village
upgrades
{
noble_administration requires factions { scotland, }
guild_administration requires factions { scotland, }
}
}
noble_administration requires factions { scotland, }
{
capability
{
recruit_pool "Dale Medium Billmen" 1 0.1 2 0 requires factions { scotland, } and region_religion northmen 25 and hidden_resource grassland or hidden_resource forest
recruit_pool "Dale Medium Billmen" 0 0.06 1 0 requires factions { scotland, } and region_religion northmen 25 and hidden_resource desert or hidden_resource mountains
recruit_pool "Barding Marksmen" 1 0.1 2 0 requires factions { scotland, } and region_religion northmen 65 and hidden_resource grassland or hidden_resource forest
recruit_pool "Barding Marksmen" 0 0.06 1 0 requires factions { scotland, } and region_religion northmen 65 and hidden_resource desert or hidden_resource mountains
recruit_pool "Dale Cavalry" 1 0.1 2 0 requires factions { scotland, } and region_religion northmen 25 and hidden_resource grassland
recruit_pool "Dale Cavalry" 1 0.06 1 0 requires factions { scotland, } and region_religion northmen 25 and hidden_resource forest
recruit_pool "Dale Cavalry" 0 0.04 1 0 requires factions { scotland, } and region_religion northmen 25 and hidden_resource desert or hidden_resource mountains
recruitment_slots 1 requires factions { scotland, }
}
material wooden
construction 4
cost 3250
settlement_min village
upgrades
}
plugins
{
}
guild_administration requires factions { scotland, }
{
capability
{
recruit_pool "Dale Medium Swordsmen" 2 0.04 1 0 requires factions { scotland, } and region_religion northmen 25 and hidden_resource grassland or hidden_resource forest
recruit_pool "Dale Medium Swordsmen" 2 0.04 1 0 requires factions { scotland, } and region_religion northmen 25 and hidden_resource desert or hidden_resource mountains
recruit_pool "Dale Medium Pikemen" 2 0.04 1 0 requires factions { scotland, } and region_religion northmen 65 and hidden_resource grassland or hidden_resource forest
recruit_pool "Dale Medium Pikemen" 2 0.04 1 0 requires factions { scotland, } and region_religion northmen 65 and hidden_resource desert or hidden_resource mountains
recruit_pool "Dalian Longbowmen" 2 0.04 2 0 requires factions { scotland, } and region_religion northmen 25 and hidden_resource grassland or hidden_resource forest
recruit_pool "Dalian Longbowmen" 2 0.04 1 0 requires factions { scotland, } and region_religion northmen 25 and hidden_resource desert or hidden_resource mountains
recruitment_slots 1 requires factions { scotland, }
}
material wooden
construction 4
cost 3250
settlement_min village
upgrades
{
}
}
}
plugins
{
}
}
I want the Barding_Taxation to be the *Base* and the Noble or Guild Options to be mutually exclusive choices.
<So you conquer a place. You can build (of the three mentioned) *only* the barding_taxation one.
Once done, you have to decide which of the two powerful factions get Control of the Region: Nobles or Merchants(Guilds)
Right now, this Code crashes the game.