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Grand Admiral Edward

Colonel
17 Badges
Sep 5, 2020
877
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Trying to change a mod who's creator made an oversight by restricting a few buildings to Capital castles only (so Merchant Republics miss out, since their capital is a Family Palace). Here's the code if it helps (both the original castle version and my FP version)
Original
castle = {

lf_wizard_tower_castle = {
desc = lf_wizard_tower_desc
potential = {
OR = {
FROM = {
capital_holding = {
title = FROMFROM
}
}
FROMFROM = { has_building = lf_wizard_tower_castle }
}
}
is_active_trigger = {
FROM = {
capital_holding = {
title = FROMFROM
}
}
}
add_number_to_name = no
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 150
build_time = 365
ai_creation_factor = 25
extra_tech_building_start = 10 # No one should start with one pre-built
tech_growth_modifier = 0.05 # 5% growth in all technology
}
}

Here's mine
family_palace = {

lf_wizard_tower_fp = {
desc = lf_wizard_tower_desc
potential = {
OR = {
FROM = {
capital_holding = {
title = FROMFROM
}
}
FROMFROM = { has_building = lf_wizard_tower_fp }
}
}
is_active_trigger = {
FROM = {
capital_holding = {
title = FROMFROM
}
}
}
add_number_to_name = no
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 150
build_time = 365
ai_creation_factor = 25
extra_tech_building_start = 10 # No one should start with one pre-built
tech_growth_modifier = 0.05 # 5% growth in all technology
}
}